Gaming machine allowing a player to operate a displayed moving body object

ABSTRACT

In a process (1-1), when a predetermined operation is performed via the input device to each of the plurality of moving body objects displayed on the display, a predetermined payout is added, and when the predetermined operation is not performed, the payout is not added, and in a process (1-2), when the last moving body object among the plurality of moving body objects is displayed on the display, in a case where the payout added in the process (1-1) is smaller than a predetermined credit, a shortage is settled.

CROSS-REFERENCE TO RELATED APPLICATION

This application claims the benefit of Japanese Patent Application No.2014-195629, filed on Sep. 25, 2014, which application is incorporatedherein by reference in its entirety.

FIELD OF THE INVENTION

The present invention relates to a gaming machine in which symbols arerearranged.

BACKGROUND OF THE INVENTION

Conventionally, there has been a gaming machine in which a game such asthe Game of Life different from a slot game can be executed as a bonusgame. This Game of Life is a game in which a player performs anoperation, whereby a die is rolled, and in accordance with the number ofpips on the displayed die, a piece can be moved. The operation by aplayer in this Game of Life is performed simply to initiate the rollingof the die, and it never occurs that such operation performed by aplayer is inconsistent with a result of an internal process such as adrawing process (for example, refer to US Patent Application Laid-OpenPublication No. 2012-108315).

As in the above-described conventional gaming machine, in a case wherethe operation by a player is performed to initiate the process, it neveroccurs that the operation performed by a player is inconsistent with theinternal process. However, in a case where in order for a player toactively participate in the game, it is made possible to determine aresult of the game based on the operation by a player, it is likely tooccur that the operation performed by a player is inconsistent with theinternal process. For example, in a case where a game is arranged suchthat fighting is conducted by an operation by a player, depending on theoperation by a player, winning or losing is likely to occur. Therefore,it is assumed that the operation performed by a player is inconsistentwith the internal process such as a drawing process.

In view of the above-described point, the present invention was made,and an object of the present invention is to provide a gaming machinewhich is capable of arranging that even in a case where a game allowinga player to actively perform an operation is executed, such an operationis not inconsistent with a result of the internal process.

BRIEF SUMMARY OF THE INVENTION

A first aspect of the present invention is a gaming machine whichincludes:

a display for sequentially displaying a plurality of moving bodyobjects;

an input device for detecting an operation by a player; and

a controller for controlling the display and the input device, and

the controller is programmed to execute processes described below:

a process (1-1) in which when a predetermined operation is performed viathe input device to each of the plurality of moving body objectsdisplayed on the display, a predetermined payout is added, and when thepredetermined operation is not performed, the payout is not added; and

a process (1-2) in which when the last moving body object among theplurality of moving body objects is displayed on the display, in a casewhere the payout added in the process (1-1) is smaller than apredetermined credit, a shortage is settled.

Even in a case where a user has not performed the predeterminedoperation and therefore, any shortage is caused in the payout and theinconsistency with the internal process is thereby caused, the shortageis settled, thus allowing the consistency with the result of theinternal process to be made.

A second aspect of the present invention is configured such that

the plurality of moving body objects include a plurality of a first kindof moving body objects and a second kind of a moving body object,

the controller executes processes described below:

a process (2-1) in which a first credit provided for a player withrespect to each of all of the plurality of the first kind of the movingbody objects is determined as the predetermined credit by a drawingprocess; and

a process (2-2) in which a second credit provided for a player withrespect to the second kind of the moving body object is determined by adrawing process,

the process (1-1) is a process (1-1-1) in which when a predeterminedoperation is performed via the input device to each of the first kind ofthe moving body objects displayed on the display, a predetermined payoutis added, and when the predetermined operation is not performed, thepayout is not added, and

the process (1-2) is a process (1-2-1) in which when the second kind ofthe moving body object is displayed on the display as the last movingbody object, in a case where the payout added by the process (1-1-1) issmaller than the first credit, based on a shortage, the payout added bythe process (1-1-1), and the second credit, a settlement is made.

The shortage is paid out together when the payout corresponding to theoperation with respect to the second kind of the moving body object ispaid out, thereby allowing effects, by which a player hardly recognizesthat the process is to settle the inconsistency with the result of theinternal process, to be executed. The second credit is determined by thedrawing process, thereby allowing the second credit to be hardlypredicted and enabling that a player further hardly recognizes that theprocess is to settle the inconsistency.

A third aspect of the present invention is configured such that

the process (2-1) is a process (3-1) in which the first credit and atotal number of the plurality of the first kind of the moving bodyobjects are determined by a drawing process.

The first credit and the total number of the plurality of the first kindof the moving body object are determined, thereby allowing the firstcredit and the total number of the first kind of the moving body objectsto be each made different as a result of the game each time the game isexecuted and thus enabling the development of the game to bediversified.

A fourth aspect of the present invention is configured such that

the process (1-1-1) includes:

a process (4-1) in which a number of the first kind of moving bodyobjects, among the plurality of the first kind of moving body objects,to be displayed on the display is determined by a drawing process; and

a process (4-2) in which the first kind of the moving body objects whosenumber is determined by the process (4-1) are displayed on the displayat a predetermined timing.

Since a part of the first kind of the moving body objects among theplurality of the first kind of the moving body objects are sequentiallydisplayed on the display, it is needed for a player to perform anoperation for each of the first kind of the moving body objectsdisplayed one after another, thereby allowing a feeling of tension to beenhanced. The first kind of the moving body objects displayed one afteranother are determined by the drawing, thereby allowing the number ofthe first kind of the moving body objects displayed one after another tobe hardly predicted and enabling a feeling of tension to be furtherenhanced.

Even in a case where a game allowing a player to actively perform anoperation is executed, such an operation can be made so as not to beinconsistent with a result of the internal process.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1A is a diagram illustrating an outline of a configuration of agaming machine;

FIG. 1B is a diagram illustrating an outline of the configuration of thegaming machine;

FIG. 2 is a diagram illustrating an outline of a game system includingslot machines;

FIG. 3 is a diagram illustrating an overall configuration of a slotmachine;

FIG. 4 is a diagram illustrating a control panel of the slot machineaccording to the present embodiment;

FIG. 5 a block diagram illustrating an internal configuration of theslot machine according to the present embodiment;

FIG. 6 is a diagram illustrating state transition in the slot machine;

FIG. 7 is a table showing an example of a payline definition table;

FIG. 8 is a table showing an example of a payout table;

FIG. 9 is a table showing a group of reel strips (symbol determinationtable) constituting five video reels 3 a to 3 e;

FIG. 10 is the table showing a group of reel strips (symboldetermination table) constituting the five video reels 3 a to 3 e;

FIG. 11 is the table showing a group of reel strips (symboldetermination table) constituting the five video reels 3 a to 3 e;

FIG. 12 is a table showing a group of reel strips (symbol determinationtable) constituting the five video reels 3 a to 3 e;

FIG. 13 is the table showing a group of reel strips (symboldetermination table) constituting the five video reels 3 a to 3 e;

FIG. 14 is the table showing a group of reel strips (symboldetermination table) constituting the five video reels 3 a to 3 e;

FIG. 15 is a flowchart of a main control process;

FIG. 16 is a flowchart of a coin-insertion/start-check process;

FIG. 17 is a flowchart of a symbol drawing process;

FIG. 18 is a flowchart of a symbol display control process;

FIG. 19 is a flowchart of a to-be-paid-out number determination process;

FIG. 20 is a flowchart of a wheel drawing process;

FIG. 21 is a flowchart of a wheel drawing process;

FIG. 22 is a flowchart of a slash bonus process;

FIG. 23 is a flowchart of the slash bonus process;

FIG. 24 is a flowchart of the slash bonus process;

FIG. 25 is a flowchart of a battle bonus process;

FIG. 26 is a flowchart of the battle bonus process;

FIG. 27 is a flowchart of the battle bonus process;

FIG. 28 is a flowchart of the battle bonus process;

FIG. 29 is a flowchart of an ally character attack pattern determinationprocess;

FIG. 30 is a flowchart of an enemy character attack patterndetermination process;

FIG. 31 is a flowchart of an attack pattern selection process;

FIG. 32 is a flowchart of a free game mode process;

FIG. 33 is a flowchart of a free game mode symbol drawing process;

FIG. 34 is a flowchart of a WILD effect process;

FIG. 35 is a flowchart of a free game mode symbol display controlprocess;

FIG. 36 is a flowchart of a WILD expand process;

FIG. 37 is a flowchart of a WILD scatter process;

FIG. 38 is a flowchart of a pick bonus process;

FIG. 39 is a front view illustrating an outline of a wheel;

FIG. 40 is a table of the wheel drawing process;

FIG. 41 is a table showing appearing timings in the slash bonus process;

FIG. 42 shows an example of an enemy appearing pattern drawing table;

FIG. 43 is a table showing an example of numbers of appearing enemies;

FIG. 44 shows an example of a bonus payout drawing table;

FIG. 45A shows an example of a table for a common foot soldier in aninitial battle and FIG. 45B shows an example of a table for the commonfoot soldier in the second battle and battles subsequent thereto;

FIG. 46 shows an example of a table for a samurai;

FIG. 47 shows an example of a table for a shogun;

FIG. 48 shows an example of a table for a dark shogun;

FIG. 49 shows an attack pattern determination table A;

FIG. 50 shows an attack pattern determination table B;

FIG. 51 shows an attack pattern corresponding payout table;

FIG. 52 shows the attack pattern corresponding payout table;

FIG. 53 is a table showing attack patterns of enemy characters;

FIG. 54 is a WILD effect generation table;

FIG. 55 is a WILD expand table;

FIG. 56 is a WILD scatter table;

FIG. 57A is a table showing contents of choices available when a stageNo. is 1; FIG. 57B is a table showing contents of choices available whena stage No. is 2; and FIG. 57C is a table showing contents of choicesavailable when a stage No. is 3;

FIG. 58A is a table showing contents of choices available when a stageNo. is 4; FIG. 58B is a table showing contents of choices available whena stage No. is 5; FIG. 58C is a table showing contents of choicesavailable when a stage No. is 6; and FIG. 58D is a table showingcontents of choices available when a stage No. is 7;

FIG. 59A is a diagram illustrating an example of an image displayedbefore a wheel drawing process is started;

FIG. 59B is a diagram illustrating an example of an image displayedbefore the wheel drawing process is started;

FIG. 59C is a diagram illustrating an example of an image displayedbefore the wheel drawing process is started;

FIG. 59D is a diagram illustrating an example of an image displayedbefore the wheel drawing process is started;

FIG. 60A is a diagram illustrating an example of an image displayedbefore the wheel drawing process is started; FIG. 60B is a diagramillustrating an example of an image displayed before the wheel drawingprocess is started;

FIG. 60C is a diagram illustrating an example of an image displayedbefore the wheel drawing process is started;

FIG. 60D is a diagram illustrating an example of an image displayedbefore the wheel drawing process is started;

FIG. 61A is a diagram illustrating an example of an image displayed in aslash bonus process;

FIG. 61B is a diagram illustrating an example of an image displayed inthe slash bonus process;

FIG. 61C is a diagram illustrating an example of an image displayed inthe slash bonus process;

FIG. 61D is a diagram illustrating an example of an image displayed inthe slash bonus process;

FIG. 62A is a diagram illustrating an example of an image displayed inthe slash bonus process;

FIG. 62B is a diagram illustrating an example of an image displayed inthe slash bonus process;

FIG. 62C is a diagram illustrating an example of an image displayed inthe slash bonus process;

FIG. 62D is a diagram illustrating an example of an image displayed inthe slash bonus process;

FIG. 63A is a diagram illustrating an example of an image displayed inthe slash bonus process;

FIG. 63B is a diagram illustrating an example of an image displayed inthe slash bonus process;

FIG. 63C is a diagram illustrating an example of an image displayed inthe slash bonus process;

FIG. 63D is a diagram illustrating an example of an image displayed inthe slash bonus process;

FIG. 64A is a diagram illustrating an example of an image displayed inthe slash bonus process;

FIG. 64B is a diagram illustrating an example of an image displayed inthe slash bonus process;

FIG. 64C is a diagram illustrating an example of an image displayed inthe slash bonus process;

FIG. 64D is a diagram illustrating an example of an image displayed inthe slash bonus process;

FIG. 65A is a diagram illustrating an example of an image displayed inthe slash bonus process;

FIG. 65B is a diagram illustrating an example of an image displayed inthe slash bonus process;

FIG. 65C is a diagram illustrating an example of an image displayed inthe slash bonus process;

FIG. 65D is a diagram illustrating an example of an image displayed inthe slash bonus process;

FIG. 66A is a diagram illustrating an example of an image displayed inthe slash bonus process;

FIG. 66B is a diagram illustrating an example of an image displayed inthe slash bonus process;

FIG. 66C is a diagram illustrating an example of an image displayed inthe slash bonus process;

FIG. 66D is a diagram illustrating an example of an image displayed inthe slash bonus process;

FIG. 67A is a diagram illustrating an example of an image displayed inthe slash bonus process;

FIG. 67B is a diagram illustrating an example of an image displayed inthe slash bonus process;

FIG. 67C is a diagram illustrating an example of an image displayed inthe slash bonus process;

FIG. 67D is a diagram illustrating an example of an image displayed inthe slash bonus process;

FIG. 68A is a diagram illustrating an example of an image displayed in apick bonus process;

FIG. 68B is a diagram illustrating an example of an image displayed inthe pick bonus process;

FIG. 68C is a diagram illustrating an example of an image displayed inthe pick bonus process;

FIG. 68D is a diagram illustrating an example of an image displayed inthe pick bonus process;

FIG. 69A is a diagram illustrating an example of an image displayed inthe pick bonus process;

FIG. 69B is a diagram illustrating an example of an image displayed inthe pick bonus process;

FIG. 69C is a diagram illustrating an example of an image displayed inthe pick bonus process;

FIG. 69D is a diagram illustrating an example of an image displayed inthe pick bonus process;

FIG. 70A is a diagram illustrating an example of an image displayed inthe pick bonus process;

FIG. 70B is a diagram illustrating an example of an image displayed inthe pick bonus process;

FIG. 70C is a diagram illustrating an example of an image displayed inthe pick bonus process;

FIG. 70D is a diagram illustrating an example of an image displayed inthe pick bonus process;

FIG. 71A is a diagram illustrating an example of an image displayed inthe pick bonus process;

FIG. 71B is a diagram illustrating an example of an image displayed inthe pick bonus process;

FIG. 71C is a diagram illustrating an example of an image displayed inthe pick bonus process;

FIG. 71D is a diagram illustrating an example of an image displayed inthe pick bonus process;

FIG. 72A is a diagram illustrating an example of an image displayed in aWILD scatter process;

FIG. 72B is a diagram illustrating an example of an image displayed inthe WILD scatter process;

FIG. 72C is a diagram illustrating an example of an image displayed inthe WILD scatter process;

FIG. 72D is a diagram illustrating an example of an image displayed inthe WILD scatter process;

FIG. 73A is a diagram illustrating an example of an image displayed inthe WILD scatter process;

FIG. 73B is a diagram illustrating an example of an image displayed inthe WILD scatter process;

FIG. 73C is a diagram illustrating an example of an image displayed inthe WILD scatter process;

FIG. 73D is a diagram illustrating an example of an image displayed inthe WILD scatter process;

FIG. 74A is a diagram illustrating an example of an image displayed in aWILD expand process;

FIG. 74B is a diagram illustrating an example of an image displayed inthe WILD expand process;

FIG. 74C is a diagram illustrating an example of an image displayed inthe WILD expand process;

FIG. 74D is a diagram illustrating an example of an image displayed inthe WILD expand process;

FIG. 75A is a diagram illustrating an example of an image displayed inthe WILD expand process;

FIG. 75B is a diagram illustrating an example of an image displayed inthe WILD expand process;

FIG. 75C is a diagram illustrating an example of an image displayed inthe WILD expand process;

FIG. 75D is a diagram illustrating an example of an image displayed inthe WILD expand process;

FIG. 76A is a diagram illustrating an example of an image displayed in abattle bonus process;

FIG. 76B is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 76C is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 76D is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 77A is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 77B is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 77C is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 77D is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 78A is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 78B is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 78C is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 78D is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 79A is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 79B is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 79C is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 79D is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 80A is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 80B is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 80C is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 80D is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 81A is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 81B is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 81C is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 81D is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 82A is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 82B is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 82C is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 82D is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 83A is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 83B is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 83C is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 83D is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 84A is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 84B is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 84C is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 84D is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 85A is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 85B is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 85C is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 85D is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 86A is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 86B is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 86C is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 86D is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 87A is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 87B is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 87C is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 87D is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 88A is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 88B is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 88C is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 88D is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 89A is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 89B is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 89C is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 89D is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 90A is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 90B is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 90C is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 90D is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 91A is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 91B is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 91C is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 91D is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 92A is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 92B is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 92C is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 92D is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 93A is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 93B is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 93C is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 93D is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 94A is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 94B is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 94C is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 94D is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 95A is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 95B is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 95C is a diagram illustrating an example of an image displayed inthe battle bonus process;

FIG. 95D is a diagram illustrating an example of an image displayed inthe battle bonus process.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT

<<<<Outline of Gaming Machine of the Present Embodiment>>>>

FIG. 1A is a diagram illustrating an outline of a configuration of agaming machine according to the present embodiment.

The gaming machine according to the present embodiment includes:

a display (for example, the later-described lower display device 141(lower liquid crystal panel 141 b) or the like) for sequentiallydisplaying a plurality of moving body objects;

an input device (for example, the later-described lower touch panel 141a or the like) for detecting an operation by a player; and

a controller (for example, the later-described main CPU 71 or the like)for controlling the display and the input device, and

the controller is programmed to execute processes described below:

a process (A-1-1) in which when a predetermined operation is performedvia the input device to each of the plurality of moving body objectsdisplayed on the display, a predetermined payout is added, and when thepredetermined operation is not performed, the payout is not added (forexample, the later-described step S2317 to step S2323); and

a process (A-1-2) in which when the last moving body object among theplurality of moving body objects is displayed on the display and thepayout added in the process (A-1-1) is smaller than a predeterminedcredit, a shortage is settled (for example, the later-describedprocesses at step S2329, step S2429, and the like).

It is preferable that the moving body objects are objects of livingcreatures such as human beings and animals and living creature-likeobjects such as a variety of characters.

Images of the plurality of moving body objects are sequentiallydisplayed on the display. It is preferable that some moving body objectsof the plurality of moving body objects are gradually displayed. Thenumber of moving body objects to be displayed at one time is notlimited.

It is only required for the input device to be a device capable ofdetecting an operation by a player. In particular, a device allowing aplayer to easily operate the moving body objects displayed on thedisplay is preferable.

A player operates via the input device the moving body objects displayedon the display. When the operation by a player is the predeterminedoperation, the predetermined payout is added. For example, in additionto an operation of attacking a moving body object, the predeterminedoperation can be an operation of defending against a moving body object,an operation of moving a moving body object, and an operation ofaccelerating a moving body object. In addition, the predeterminedoperation may be an operation of changing a color of a moving bodyobject or of changing a size thereof.

As described above, although the operation to the moving body object maybe any operation, it is determined whether or not the operation to themoving body object is an appropriate operation. When the operationthereto is the appropriate operation, the predetermined payout is added.

When the operation by a player is not the predetermined operation, thepredetermined payout is not added. The payout is not added, therebymaintaining the payout. It is to be noted that when the operation by aplayer is not the predetermined operation, the payout may be reduced.Thus, a feeling of tension can be further provided for a player.

The plurality of moving body objects includes the last moving bodyobject to be displayed last and the moving body objects to be displayedprior to displaying the last moving body object. The above-describedprocess (A-1-1) is conducted for each of the moving body objects to bedisplayed prior to displaying the last moving body object. When the lastmoving body object is displayed on the display, in a case where theoperation to each of the moving body objects to be displayed prior todisplaying the last moving body object is insufficient, there may be acase where the payout added in the process (A-1-1) is smaller than thepredetermined credit. In such a case, the shortage is settled when thelast moving body object is displayed on the display.

Even in a case where a user has not performed the predeterminedoperation and therefore, any shortage is caused in the payout and theinconsistency with the internal process is thereby caused, the shortageis settled, thus allowing the consistency with the result of theinternal process to be made.

Further, in the gaming machine according to the present embodiment,

the plurality of moving body objects includes a plurality of a firstkind of moving body objects (for example, the later-described enemycharacters which appear one after another, or the like) and a secondkind of a moving body object (for example, the later-described last oneenemy character or the like),

the controller executes:

a process (A-2-1) in which a first credit provided for a player withrespect to each of all of the plurality of the first kind of the movingbody objects is determined as the predetermined credit by a drawingprocess (for example, the later-described process at step S2213 and thelike); and

a process (A-2-2) in which a second credit provided for a player withrespect to the second kind of the moving body object is determined by adrawing process (for example, the later-described process at step S2415and the like), and

the process (A-1-1) is a process (A-1-1-1) in which when a predeterminedoperation is performed via the input device to each of the first kind ofthe moving body objects displayed on the display, a predetermined payoutis added, and when the predetermined operation is not performed, thepayout is not added (for example, the later-described processes at stepS2317 to step S2323),

the process (A-1-2) is a process (A-1-2-1) in which when the second kindof the moving body object is displayed as the last moving body object,in a case where the payout added in the process (A-1-1-1) is smallerthan the first credit, a settlement is made based on a shortage, thepayout added in the process (A-1-1-1), and the second credit (forexample, the later-described process at step S2429 and the like).

The plurality of moving body objects includes the plurality of the firstkind of the moving body objects and the second kind of the moving bodyobject. These moving body objects may be the same as or different fromone another in the appearance or form. When the appearance or form ofeach of the moving body objects is the same, it is only required that aplayer can visually recognize that the moving body objects are differentfrom one another, by making the motions thereof different from oneanother or making positions where the moving body objects are displayedor sizes which the moving body objects have different from one another.It is to be noted that the number of the second kind of the moving bodyobject may be single or plural.

The first credit provided for a player with respect to each of all ofthe plurality of the first kind of the moving body objects is determinedby the drawing process. The first credit is determined for each of allof the plurality of the first kind of the moving body objects.

The second credit provided for a player with respect to the second kindof the moving body object is determined by the drawing process. Asdescribed above, the number of the second kind of the moving body objectmay be single or plural, and when there are the plurality of the secondkind of the moving body objects, the second credit is determined foreach of all of the plurality of the second kind of the moving bodyobjects.

When the predetermined operation is performed to each of the first kindof the moving body objects, the predetermined payout is added. Inaddition to the operation of attacking each of the first kind of themoving body objects, the predetermined operation can be the operation ofdefending against the first kind of the moving body objects, theoperation of moving the first kind of the moving body objects, and theoperation of accelerating the first kind of the moving body objects. Inaddition, the predetermined operation may be the operation of changingthe color of the first kind of the moving body objects or of changingthe size thereof.

As described above, although the operation to each of the first kind ofthe moving body objects may be any operation, it is determined whetheror not the operation to each of the first kind of the moving bodyobjects is the appropriate operation. When the operation to is theappropriate operation, the predetermined payout is added.

When the second kind of the moving body object is displayed on thedisplay, in a case where the operation to the first kind of the movingbody objects is insufficient, there may be a case where the payout addedin the process (A-1-1-1) is smaller than the predetermined credit. Insuch a case, the shortage is settled when the second kind of the movingbody object is displayed on the display.

The shortage is paid out together when the payout corresponding to theoperation with respect to the second kind of the moving body object ispaid out, thereby allowing effects, by which a player hardly recognizesthat the process is to settle the inconsistency with the result of theinternal process, to be executed. The second credit is determined by thedrawing process, thereby allowing the second credit to be hardlypredicted and enabling that a player further hardly recognizes that theprocess is to settle the inconsistency.

Further, in the gaming machine according to the present embodiment,

the process (A-2-1) is a process (A-3-1) in which the first credit andthe total number of the plurality of the first kind of the moving bodyobjects are determined by a drawing process (for example, thelater-described process at S2213 or the like).

The first credit and the total number of the plurality of the first kindof the moving body object are determined, thereby allowing the firstcredit and the total number of the first kind of the moving body objectsto be each made different as a result of the game each time the game isexecuted and thus enabling the development of the game to bediversified.

Further, in the gaming machine according to the present embodiment,

the process (A-1-1-1) includes:

a process (A-4-1) in which a number of the first kind of the moving bodyobjects to be displayed on the display among the plurality of the firstkind of the moving body objects is determined by a drawing process (forexample, the later-described process at S2215 or the like); and

a process (A-4-2) in which the first kind of the moving body objectswhose number is determined in the process (A-4-1) are displayed at apredetermined timing on the display (for example, the later-describedprocesses at step S2313 and S2315).

Since a part of the first kind of the moving body objects among theplurality of the first kind of the moving body objects are sequentiallydisplayed on the display, it is needed for a player to perform anoperation for each of the first kind of the moving body objectsdisplayed one after another, thereby allowing a feeling of tension to beenhanced. The first kind of the moving body objects displayed one afteranother are determined by the drawing, thereby allowing the number ofthe first kind of the moving body objects displayed one after another tobe hardly predicted and enabling a feeling of tension to be furtherenhanced.

Further, (A-5-1) it is preferable that in accordance with the number ofthe first kind of the moving body objects, positions where the firstkind of the moving body objects are displayed on the display aredetermined by a drawing process.

Not only the number of the first kind of the moving body objects butalso the positions where the first kind of the moving body objects aredisplayed are determined by the drawing processes, thereby allowing thenumbers and the positions of the first kind of the moving body objectsto be made different from one another and enabling the development ofthe games to be made different from one another.

FIG. 1B is a diagram illustrating an outline of the gaming machineaccording to the present embodiment.

A gaming machine according to the present embodiment includes:

a display (for example, the later-described lower display device 141(lower liquid crystal panel 141 b) or the like) for displaying a firstmoving body object and a second moving body object;

an input device (for example, the later-described lower touch panel 141a or the like) for detecting an operation by a player; and

a controller (for example, the later-described main CPU 71 or the like)for controlling the display and the input device, and

the controller is programmed to execute processes described below:

a process (B-1-1) in which a plurality of choices, in each of which thecontent of fighting between the first moving body object and the secondmoving body object is assigned, are displayed on the display so as notto allow a player to recognize the content of the fighting (for example,the later-described process at step S2613 or the like);

a process (B-1-2) in which when one choice among the plurality ofchoices is selected by a player, the content of the fighting assigned inthe one choice is displayed so as to allow a player to recognize thecontent thereof (for example, the later-described process at stepS2616); and

a process (B-1-3) in which based on the content of the fighting assignedin the one choice, a view in which the first moving body object and thesecond moving body object fight is displayed (for example, thelater-described processes at step S2713 and step S2813 or the like).

It is preferable that the first moving body object and the second movingbody object are objects of living creatures such as human beings andanimals and living creature-like objects such as a variety ofcharacters.

Images of the plurality of moving body objects are sequentiallydisplayed on the display. It is preferable that some moving body objectsof the plurality of moving body objects are gradually displayed. Thenumber of moving body objects to be displayed at one time is notlimited.

It is only required for the input device to be a device capable ofdetecting an operation by a player. In particular, a device allowing aplayer to easily operate the choices displayed on the display ispreferable.

On the display, the plurality of choices are displayed. In each of theplurality of choices, the content of the fighting between the firstmoving body object and the second moving body object is assigned. Thecontents of the fighting assigned in the choices may be different fromone another or a part of the contents of the fighting assigned in thechoices may be the same. It is preferable that the assignment of thecontent of the fighting in each of the choices is randomly determined bya drawing process or the like.

Initially, when the plurality of choices are displayed on the display,the plurality of choices are displayed so as not to allow a player torecognize the content of the fighting. For example, in a case whereimages of the choices are images of cards, initially, images of thecards are displayed face up.

A player operates the input device and thereby can select one choiceamong the plurality of choices. When the one choice among the pluralityof choices is selected by a player, the content of the fighting assignedin the one choice is displayed so as to allow a player to recognize thecontent of the fighting. It is to be noted that it is preferable thatnot only the content assigned in the one choice but also the contentsassigned in all of the plurality of choices are displayed so as to allowa player to recognize the contents assigned in all of the plurality ofchoices. The contents assigned in all of the plurality of choices aremade visually recognizable by a player, thereby allowing a player tofeel that the game is fair.

In particular, it is preferable that first, the content of the choiceselected by a player is made visually recognizable and thereafter, alittle later, the contents of the remaining choices are made visuallyrecognizable. Thus, a feeling of expectation of a player can besatisfied and fairness of the game can be shown.

Based on the content of the fighting assigned in the one choice selectedby a player, the view in which the first moving body object and thesecond moving body object fight is displayed. Thus, it is made possibleto recognize a player that the fighting is conducted by the operation bya player.

Since a player selects the one choice among the plurality of choices,the content of the fighting is determined by the operation by a playerand the fighting progresses, thereby allowing a player to activelyparticipate in the game and enabling a player to hardly get bored.

Further, in the gaming machine according to the present embodiment,

the content of the fighting includes information pertinent to anattacking side of the first moving body object and the second movingbody object and to an attacking strength of the attacking side, and

the process (B-1-3) includes:

a process (B-2-1) in which based on the attacking side, a pattern ofattacking by the attacking side is determined (for example, thelater-described processes in FIG. 29 or FIG. 30 or the like); and

a process (B-2-2) in which when the first moving body object attacks thesecond moving body object, a view in which after fighting in the patternof attacking, the first moving body object wins is displayed (forexample, the later-described process at step S2713 or the like), andwhen the second moving body object attacks the first moving body object,a view in which after fighting in the pattern of attacking, the secondmoving body object wins is displayed (for example, the later-describedprocess at step S2813 or the like).

The content of fighting include the information pertinent to theattacking side and the attacking strength of the attacking side. Whenthe first moving body object is the attacking side, the second movingbody object is a defending side and the first moving body object attacksthe second moving body object. An attacking strength in this case is anattacking strength which the first moving body object has. When thesecond moving body object is the attacking side, the first moving bodyobject is a defending side and the second moving body object attacks thefirst moving body object. An attacking strength in this case is anattacking strength which the second moving body object has.

The pattern of attacking shows, for example, information that theattacking is singly attacking or combo attacking with which theattacking is performed at a plurality of times. In addition, in thepattern of attacking, differences in techniques of attacking and thelike are also included.

In the fighting, either case of the case where the first moving bodyobject attacks the second moving body object (the case of attacking) andthe case where the second moving body object attacks the first movingbody object (the case of defending) can be determined by the selectionby a player, thereby allowing a feeling of tension to be imparted to theprogress of a game.

Further, in the gaming machine according to the present embodiment,

the process (B-1-3) further includes: a process (B-3-1) in which whenthe first moving body object attacks the second moving body object, aphysical strength of the second moving body object is decreased inaccordance with the attacking strength (for example, the later-describedprocess at step S2715 or the like), and when the second moving bodyobject attacks the first moving body object, a physical strength of thefirst moving body object is decreased in accordance with the attackingstrength (for example, the later-described process step S2815 or thelike);

a process (B-3-2) in which being superimposed on the display of thefighting in the process (B-2-2), information indicating the attackingstrength is displayed (for example, the later-described processes stepS2713 and S2813 or the like); and

a process (B-3-3) in which a payout based on the pattern of attacking isadded (for example, the later-described step process at S2919 or thelike).

The physical strength is gradually decreased by the attacking strengthassigned in the choice selected by a player, thereby allowing a feelingof tension to be imparted to a player when a player selects any choice.

Further, in the gaming machine according to the present embodiment,

the second moving body object is composed of a plurality of kinds ofsecond moving body objects whose attacking strengths are different fromone another, and

the process (B-1-3) further includes:

a process (B-4-1) in which when a physical strength of a first kind ofthe second moving body object among the plurality of kinds of the secondmoving body objects comes to be zero, the first kind of the secondmoving body object is changed to a second kind of the second moving bodyobject whose attacking strength is higher than that of the first kind ofthe second moving body object, and the changed kind of the second movingbody object and the first moving body object fight (for example, thelater-described process at step S2723 or the like); and

a process (B-4-2) in which the process (B-4-1) is repeatedly executed,the kind of the second moving body object is sequentially changed, andwhen each of physical strengths of all of the plurality of kinds of thesecond moving body objects comes to be zero, the game is finished (forexample, the later-described process at step S2721 or the like).

Upon defeating the second moving body object, each of the second movingbody objects whose attacking strengths are high sequentially appears,thereby allowing a feeling of tension and a feeling of expectation of aplayer to be gradually enhanced.

Further, in the gaming machine according to the present embodiment,

a payout based on the attacking strength is assigned to each of theplurality of kinds of the second moving body objects, and

the process (B-1-3) further includes

a process (B-5-1) in which when a physical strength of each of thesecond moving body objects comes to be zero, a payout assigned to eachof the second moving body objects is added (for example, thelater-described process at step S2719 or the like).

Upon defeating the second moving body object, the payout based on theattacking strength is added, thereby allowing a feeling of expectationof a player to be enhanced.

<<<Concept and Others>>>

A slot machine 10 is a kind of a gaming machine. In the presentembodiment, the slot machine 10 is described as one example of thegaming machine. However, the present invention is not limited thereto.The slot machine 10 has a base game mode and a feature game mode. Theslot machine 10 may be an apparatus in which a game in any base gamemode is independently executed and a game mode is developed from thebase game mode to the feature game mode. The feature game mode may beother game mode which is different from the base game mode.

A game executed in the base game mode in the present embodiment isexecuted on the slot machine 10. In the present embodiment, the game inthe base game mode is referred to as a base game. The base game is aslot game in which a plurality of symbols are rearranged. The base gameis a game whose concept is opposed to that of the feature game.

Specifically, the rearrangement of the symbols in the slot game isrealized by five video reels 3 a to 3 e which are capable of varying andstopping. The rearranged symbols are displayed in a manner in which thesymbols are stopped in a symbol display region 141 d of a lower displaydevice 141 (lower liquid crystal panel 141 b).

A state of the rearrangement means a state in which after thearrangement of symbols has been released, symbols are again arranged inthe symbol display region 141 d. By initiating the unit game (slotgame), the arrangement of symbols is released, and thereafter, symbolsare again arranged (rearranged), and based on the rearranged symbols, anoutcome of the unit game is determined, thereby finishing the unit game.A state of the “arrangement” means a state in which a player canvisually confirm the symbols.

The base game mode is a game mode in which a unit game (base game), inwhich on the condition that a gaming value is bet, a plurality ofsymbols are rearranged in the symbol display region 141 d and a normalpayout in accordance with the rearranged symbols is paid out, isexecuted. The game in the base game mode is not limited to the slot gameand may be a game which can be independently executed on a game terminal(gaming machine) such as the slot machine 10.

Upon initiating the unit game, five to-be-stopped symbols are determinedby a drawing process. One symbol to be stopped with respect to each ofthe five video reels 3 a to 3 e is determined. Subsequently, therearrangement of the plurality of symbols is once released. Therearrangement of the plurality of symbols is released, and the symbolsare thereby displayed in a varying manner (the later-described scrollingdisplay of symbol arrays). After the elapse of a predetermined period oftime, the symbols to be stopped are displayed in a stopped manner inpredetermined positions. By displaying the five to-be-stopped symbols inthe stopped manner, the plurality of symbols are rearranged in thesymbol display region 141 d. By rearranging the plurality of symbols, anoutcome of the unit game is displayed in the symbol display region 141d. In the present embodiment, the displaying of the symbols in thestopped manner is synonymous with the appearing and the rearrangement ofthe symbols.

The feature game mode is a game mode which is different from the basegame mode and may be a game mode in which a larger profit than in thebase game mode is likely to be obtained. The game in the feature gamemode can be a game in which a plurality of kinds of slot games arecombined. For example, a game mode in which a gaming value can beobtained at a higher probability than in the base game mode may berealized singly or in combination.

In the slot machine 10 according to the present embodiment, as thefeature game mode, there are a variety of game modes, in each of whichthe determination is made by a wheel drawing. Specifically, in thefeature game mode, there are a slash bonus mode, a battle bonus mode, apick bonus mode, and a free game mode, and there are a small creditpayout, a middle credit payout, and an extra-large credit payout. Thesekinds of the game modes will be described later.

As one example of a game in the feature game mode, there is a game (freegame) in the free game mode. For example, the free game can be a game inwhich the unit game is repeated.

It is only required for the above-described symbols to be symbols whichare rearranged in the symbol display region 141 d so as to be viewableby a player, and kinds and numbers thereof are not limited. The symbolsinclude specific symbols and normal symbols. There may be a case wherethe specific symbols are added to the normal symbols as needed.

For example, the specific symbols include wild symbols (for example, thelater-described symbols of WILD or the like) and trigger symbols (forexample, the later-described symbols of BONUS or the like). The wildsymbols can serve as substitute symbols as other kinds of symbols. Thewild symbols are replaced with other symbols so as to establish anadvantageous winning pattern. The trigger symbols are symbols whichserve as a trigger which shifts the game mode from the base game mode tothe feature game mode. In addition, the trigger symbols may be symbolswhich serve as a retrigger which maintains the feature game mode (freegame mode).

In the feature game mode, the gaming machine may have a function withwhich the specific symbols of at least one of: the trigger symbols; andthe wild symbols are increased. In addition, in the feature game mode,the trigger symbols may have a function with which the number of gamesis increased.

In the present embodiment, as the symbols, there are WILD (wildsymbols), SHOGUN, SAMURAI, SOLDIER, CLAW, NINJA_STAR, KNIFE, WIND,FOREST, FIRE, MOUNTAINF, BONUS (trigger symbols), and F_BONUS(retriggersymbols). The symbols WILD, BONUS, and F_BONUS are the specific symbols,and the symbols SHOGUN, SAMURAI, SOLDIER, CLAW, NINJA_STAR, KNIFE, WIND,FOREST, FIRE, and MOUNTAIN are the normal symbols.

The gaming value is coins, bills, or electrical valuable informationcorresponding to these. The gaming value in the present embodiment isnot particularly limited, and for example, may be gaming media such asmedals, a token, electronic money, and a ticket. The ticket is notparticularly limited, and for example, may be the-later-described ticketwith a barcode and the like.

<<<<Specific Outline of Slot Machine of the Present Embodiment>>>>

An outline of a slot machine of the present embodiment is as describedbelow. The details thereof will be described later.

The slot machine 10 has five video reels 3 a, 3 b, 3 c, 3 d, and 3 e.The five video reels 3 a, 3 b, 3 c, 3 d, and 3 e are displayed by imageson a lower liquid crystal display panel 141 b of a lower display device141. Along a longitudinal direction of each of the five video reels 3 ato 3 e, a plurality of symbols are arranged. The plurality of symbolsarranged on each of the five video reels 3 a to 3 e are displayed byimages.

One reel strip (one symbol array) is constituted of the plurality ofsymbols arranged on each of the video reels. As described above, sincethe plurality of symbols are displayed by the images, the reel strips inthe present embodiment are virtual and are arrays of symbols, in each ofwhich the plurality of symbols are arranged in a column state. Theimages of the plurality of symbols are displayed in the column state,thereby allowing one reel strip to be displayed as one video reel on thelower liquid crystal display panel 141 b. The five reel strips (fivesymbol arrays) are constituted of the five video reels 3 a to 3 e. Inthe present embodiment, the reel strips are synonymous with symbolarrays, and the five reel strips and the plurality of reel strips arecollectively referred to as a group of reel strips. The video reels 3 ato 3 e are displayed in the varying manner (displayed in the scrollingmanner) and are displayed in the stopped manner, whereby scroll lines ofthe symbol arrays are configured.

As described above, in the present embodiment, there are two kinds ofgame modes, the base game mode and the feature game mode. Further, inthe feature game mode, there are the slash bonus mode, the battle bonusmode, the pick bonus mode, and the free game mode, and there are thesmall credit payout, the middle credit payout, and the extra-largecredit payout. In this way, in the feature game mode, the free game modeis included.

In the present embodiment, five reel strips used in each of the basegame mode and the free game mode are different from each other. Asdescribed later, those shown in FIG. 9 to FIG. 11 are the five reelstrips used in the base game mode. In the present embodiment, the fivereel strips used in the base game mode are referred to as Reel StripBase Game. Those shown in FIG. 12 to FIG. 14 are the five reel stripsused in the free game mode. In the present embodiment, the five reelstrips used in the free game mode are referred to as Reel Strip FreeGame.

In the symbol display region 141 d of the slot machine 10, 30 paylinesare formed. The 30 paylines are fixed, irrespective of any BET. In otherwords, in each of the unit games, all of the 30 paylines are invariablyactivated. Accordingly, even when the number of BETs per one line isone, the total number of BETs are 30 and consumed.

In the present embodiment, in addition to the 30 paylines, there are 20additional paylines. Accordingly, in the present embodiment, when thenumber of BETs per line is one, the total number of BETs is 50 (=1×(30+20)). When the number of BETs per line is two, the total number of BETsis 100 (=2×(30 +20)). When the number of BETs per line is three, thetotal number of BETs is 150 (=3×(30 +20)). When the number of BETs perline is five, the total number of BETs is 250 (=5×(30 +20)). When thenumber of BETs per line is 10, the total number of BETs is 500 (=10×(30+20)).

The above-described pattern of the number of BETs per line is a patternof 1, 2, 3, 5, and 10. However, the present invention is not limitedthereto, and the pattern can be a pattern of 1, 2, 3, 4, and 5; apattern of 1, 2, 5, 10, and 15; a pattern of 1, 2, 5, 10, and 20; or thelike.

As described above, as the kinds of the symbols in the presentembodiment, there are WILD (wild symbols), SHOGUN, SAMURAI, SOLDIER,CLAW, NINJA_STAR, KNIFE, WIND, FOREST, FIRE, MOUNTAIN, BONUS (triggersymbols), and F_BONUS (retrigger symbols) (refer to FIG. 8).

The symbols of WILD are symbols to be replaced with other symbols when awinning pattern along a payline is determined. The symbols of WILD arereplaced with symbols other than symbols of BONUS so as to establish anadvantageous winning pattern, and the winning pattern is determined. Inthe slot machine 10 according to the present embodiment, the symbols ofWILD are present on all of the video reels 3 a to 3 e.

The symbols of BONUS and F_BONUS are scatter symbols. Irrespective ofthe 30 paylines, when it is determined by a symbol drawing process thata predetermined number of the symbols of BONUS and F_BONUS, for example,three symbols of BONUS and F_BONUS appear in the symbol display region141 d, a winning pattern is established. For example, when it isdetermined that two symbols of BONUS appear on the video reel 3 a andone symbol of BONUS appears on the video reel 3 d in the symbol displayregion 141 d, the winning pattern is established.

The winning pattern by the symbols of BONUS is established, therebytriggering the feature game mode. The winning pattern by the symbols ofBONUS is established only in the base game mode and is not establishedin the feature game mode. The feature game mode is triggered, therebyshifting the game mode from the base game mode to the feature game mode.

The winning pattern by the symbols of F_BONUS is established, therebyretriggering the free game mode. The winning pattern by the symbols ofF_BONUS is established only in the free game mode and is not establishedin the base game mode. The free game mode is retriggered, therebymaintaining the free game mode.

In the slot machine 10 according to the present embodiment, the symbolsof BONUS and F_BONUS are present on all of the video reels 3 a to 3 e.

<<Overall Game System>>

FIG. 2 is a diagram illustrating an outline of a game system includingslot machines 10.

A game system 25 includes a plurality of slot machines 10 and anexternal control device 20 that is connected to each of the slotmachines 10 through a communication line 22.

The external control device 20 is for controlling the plurality of slotmachines 10. In the present embodiment, the external control device 20is a so-called hall server which is installed in a game facility havingthe plurality of slot machines 10. Each of the slot machines 1 isprovided with a unique identification number, and the external controldevice 20 identifies transmission sources of data transmitted from therespective slot machines 10 by using the identification numbers. Also inthe case where the external control device 20 transmits data to a slotmachine 10, the identification numbers are used for specifying thetransmission destination.

It is to be noted that the game system 25 may be constructed within asingle game facility where various games can be conducted, such as acasino, or may be constructed among a plurality of game facilities.Further, when the game system 25 is constructed in a single gamefacility, the game system 25 may be constructed in each floor or sectionof the game facility. The communication line 22 may be a wired orwireless line, and can adopt a dedicated line, an exchange line, or thelike.

<<<Configuration of Slot Machine 10>>>

FIG. 3 is a diagram illustrating an overall configuration of a slotmachine 10 according to the present embodiment.

A coin, a bill, or electrically valuable information corresponding tothese is used as a game medium in the slot machine 10. Further, in thepresent embodiment, a later-described ticket with a barcode is alsoused. It is to be noted that the game medium is not limited to these,and for example a medal, a token, electric money, or the like can beadopted.

The slot machine 10 includes a cabinet 11, a top box 12 installed on theupper side of the cabinet 11, and a main door 13 provided at the frontface of the cabinet 11.

<Lower Display Device 141>

A lower display device 141 is provided at the center of the main door13. The lower display device 141 includes a lower liquid crystal displaypanel 141 b, and forms the display. The lower display device 141 has asymbol display region 141 d. In the symbol display region 141 d, fivevideo reels 3 a, 3 b, 3 c, 3 d, and 3 e are displayed. In the presentembodiment, a video reel depicts through videos the rotational and stopmotions of a mechanical reel having a plurality of symbols drawn on theperipheral surface thereof. To each of the video reels 3 a, 3 b, 3 c, 3d, and 3 e, a symbol any comprised of a previously determined pluralityof symbols is assigned (refer to FIG. 9 to FIG. 14 which are describedlater).

In the present embodiment, in the symbol display region 141 d, as stoppositions 28 for symbols of each of the video reels 3 a to 3 e, fourregions which are an uppermost row (first row), an upper middle row(second row), a lower middle row (third row), and a lowermost row(fourth row) are defined. Accordingly, when the five video reels 3 a to3 e (five reel strips) are displayed in a stopped manner, the total of20 symbols, which is calculated by 5 reels×4 rows (5 columns×4 rows),appear (are displayed in the stopped manner) in the symbol displayregion 141 d. Upon initiating a unit game, the five video reels 3 a to 3e start varying. Thereafter, after the elapse of a predetermined periodof time, the five video reels 3 a to 3 e are displayed in the stoppedmanner. This causes the 20 symbols to appear (to be displayed in thestopped manner) in the symbol display region 141 d, thereby rearrangingthe symbols. In other words, each time a unit game is played, symbolsare rearranged in the symbol display region 141 d and an outcome of theunit game is displayed.

In the present embodiment, paylines are formed by lines formed byconnecting the stop positions 28 in the four regions which are theuppermost row (first row), the upper middle row (second row), the lowermiddle row (third row), and the lowermost row (fourth row). FIG. 7 is atable showing the 30 paylines adopted in the slot machine 10 accordingto the present embodiment. These 30 paylines will be described later. Itis to be noted that a specific form of each of the paylines can bearbitrarily adopted.

The symbol display region 141 d has a number-of-credits display regionand a number-of-payouts display region (refer to FIG. 59A to FIG. 95D)In the number-of-credits display region, the number of coins which aplayer has and is deposited inside of the slot machine 10 (hereinafter,referred to as the number of credits) is displayed. In addition, in thenumber-of-payouts display region, the number of coins to be paid out toa player when a winning pattern is established (hereinafter, referred toas the to-be-paid-out number) is displayed.

The number-of-credits display region displays the total number ofcredits. An initial value is zero. The value is increased or decreasedby inputting of a gaming value, placing of any BET, and an outcome of agame.

On the other hand, below the symbol display region 141 d, a help touchbutton, a language switching touch button, a volume switching touchbutton, a denomination button, a number-of-lines selection touch button,and a bet-per-line selection touch button are displayed. These buttonsare located from a left end to a right end, viewed from a player. Bypressing the later-described lower touch panel 141 a, a player canoperate these buttons.

Upon touching the help touch button, a help screen is displayed. Thehelp touch button is darkened while being inactive, for example, whilethe reels are rotating. The help touch button is displayed while anormal screen is displayed.

Upon touching the language switching touch button, a language isswitched between English and Chinese. The language switching touchbutton is active only during advertising and is darkened while beinginactive, for example, while the reels are rotating.

The volume switching touch button is to switch a game volume in threestages, and each time the volume switching touch button is touched, thegame volume is switched in a manner of a small volume→a middle volume→alarge volume→a small volume→a middle volume . . . . The volume switchingtouch button is displayed while the normal screen is displayed.

The denomination button is to display a current denomination which isset with an audit screen. The denomination button is displayed while ascreen other than the audit screen is displayed. In the presentembodiment, the denomination can be set in a range of 0.01 dollar to 10dollars. It is to be noted that the denomination of 0.01 dollar isrecommended.

The number-of-lines selection touch button is used when the number ofthe paylines is increased or decreased.

The bet-per-line selection touch button is to allow a bet per line to beselected, and upon touching the bet-per-line selection touch button,five selection buttons related to a current bet configuration appear.

On a front face of the lower display device 141, a lower touch panel 141a is provided so as to be superposed on the lower liquid crystal panel141 b. By pressing the lower touch panel 141 a, a player can input adesired instruction in accordance with an image displayed on the lowerliquid crystal panel 141 b. An input signal is transmitted from thelower touch panel 141 a to a main CPU 71.

<Control Panel 30>

In addition, as shown in FIG. 3 and FIG. 4, below the lower displaydevice 141, a variety of buttons located on a control panel 30 (inputdevice), a coin entry 36 for accepting coins into a coin cabinet 11, anda bill entry 115 are provided.

On the control panel 30, a CHANGE button 31, a CASHOUT/TAKE WIN button32, and a HELP button 33 are located in an upper section of a left sidethereof, and a 1-BET button 34, a 2-BET button 35, a 3-BET button 37, a4-BET button 38, a 5-BET button 39, a PLAY 2 LINES button 40, a PLAY 10LINES button 41, a PLAY 20 LINES button 42, a PLAY 30 LINES button 43,and a GAMBLE button 44 are located in a lower section of the left sidethereof. In addition, the coin entry 36 and the bill entry 115 foraccepting bills or the like are located in an upper section of a rightside thereof, and a MAX-BET button 45 and a spin button 46 are locatedin a lower section of the right side thereof.

The CHANGE button 31 is an operation button used upon leaving his or herseat or requesting exchange from a gaming house employee. TheCASHOUT/TAKE WIN button 32 is an operation button used upon settlingcoins (credits) deposited inside of the slot machine 10. The HELP button33 is a button pressed when a way of operating a game and the like arenot known, and upon pressing the HELP button 33, a variety of pieces ofhelp information are displayed on the upper display device 131 and thelower display device 141.

As described above, a pattern of the number of BETs per line can bechanged. In accordance with a pattern of the number of BETs, assignmentof the 1-BET button 34 to 5-BET button 39 and the MAX-BET button 45 canbe set as described below.

When a pattern of the number of BETs per line is a pattern of 1, 2, 3,5, and 10, the assignment is as described below. The 1-BET button 34becomes a button for initiating a unit game with one BET with respect toeach of the paylines. The 2BET button 35 becomes a button for initiatinga unit game with two BETs with respect to each of the paylines. The 3BETbutton 37 becomes a button for initiating a unit game with three BETswith respect to each of the paylines. The 4BET button 38 becomes abutton for initiating a unit game with five BETs with respect to each ofthe paylines. The 5BET button 39 becomes a button for initiating a unitgame with 10 BETs with respect to each of the paylines. The MAX-BETbutton 45 becomes a button for initiating a unit game with 500 BETs withrespect to each of the paylines.

When a pattern of the number of BETs per line is a pattern of 1, 2, 3,4, and 5, the assignment is as described below. The 1-BET button 34becomes a button for initiating a unit game with one BET with respect toeach of the paylines. The 2BET button 35 becomes a button for initiatinga unit game with two BETs with respect to each of the paylines. The 3BETbutton 37 becomes a button for initiating a unit game with three BETswith respect to each of the paylines. The 4BET button 38 becomes abutton for initiating a unit game with four BETs with respect to each ofthe paylines. The 5BET button 39 becomes a button for initiating a unitgame with five BETs with respect to each of the paylines. The MAX-BETbutton 45 becomes a button for initiating a unit game with 250 BETs withrespect to each of the paylines.

When a pattern of the number of BETs per line is a pattern of 1, 2, 5,10, and 15, the assignment is as described below. The 1-BET button 34becomes a button for initiating a unit game with one BET with respect toeach of the paylines. The 2BET button 35 becomes a button for initiatinga unit game with two BETs with respect to each of the paylines. The 3BETbutton 37 becomes a button for initiating a unit game with five BETswith respect to each of the paylines. The 4BET button 38 becomes abutton for initiating a unit game with 10 BETs with respect to each ofthe paylines. The 5BET button 39 becomes a button for initiating a unitgame with 15 BETs with respect to each of the paylines. The MAX-BETbutton 45 becomes a button for initiating a unit game with 750 BETs withrespect to each of the paylines.

When a pattern of the number of BETs per line is a pattern of 1, 2, 5,10, and 20, the assignment is as described below. The 1-BET button 34becomes a button for initiating a unit game with one BET with respect toeach of the paylines. The 2BET button 35 becomes a button for initiatinga unit game with two BETs with respect to each of the paylines. The 3BETbutton 37 becomes a button for initiating a unit game with five BETswith respect to each of the paylines. The 4BET button 38 becomes abutton for initiating a unit game with 10 BETs with respect to each ofthe paylines. The 5BET button 39 becomes a button for initiating a unitgame with 20 BETs with respect to each of the paylines. The MAX-BETbutton 45 becomes a button for initiating a unit game with 1000 BETswith respect to each of the paylines.

Accordingly, by pressing each of the 1-BET button 34, the 2BET button35, the 3BET button 37, the 4BET button 38, the 5BET button 39, and theMAX-BET button 45, the number of BETs to be bet on one line of thepaylines is determined.

The PLAY 2 LINES button 40 is a button for activating paylines whenpressed. By pressing the PLAY 2 LINES button 40, the number of activatedpaylines comes to be “2”. The PLAY 10 LINES button 41 is a button foractivating paylines when pressed. By pressing the PLAY 10 LINES button41, the number of activated paylines comes to be “10”. The PLAY 20 LINESbutton 42 is a button for activating paylines when pressed. By pressingthe PLAY 20 LINES button 42, the number of activated paylines comes tobe “20”. The PLAY 30 LINES button 43 is a button for activating paylineswhen pressed. By pressing the PLAY 30 LINES button 43, the number ofactivated paylines comes to be “30”.

The GAMBLE button 44 is an operation button used upon shifting to agamble game after finishing a slot game or the like. Here, the gamblegame is a game played by using the obtained credit.

The spin button 46 is a button used upon starting scrolling of the videoreels 3 a to 3 e.

The coin entry 36 is to accept coins into the coin cabinet 11. The billentry 115 is to identify whether or not each bill is genuine and acceptsgenuine bills into the cabinet 11.

The upper display device 131 is provided at the front face of the topbox 12. The upper display device 131 includes a liquid crystal panel,and forms the display. The upper display device 131 displays imagesrelated to effects and images showing introduction of the game contentsand explanation of the game rules. Further, the top box 12 is providedwith a speaker 112 and a lamp 111. The slot machine 10 produces effectsby displaying images, outputting sounds, and outputting the light.

A ticket printer 120, a card slot 176, a data display 124, and a keypad125 are provided on the lower side of the upper display device 131.

The ticket printer 120 prints on a ticket a barcode representing encodeddata of the number of credits, date, the identification number of theslot machine 10, and the like, and outputs the ticket as the ticket 175with a barcode. A player can make the slot machine 10 read the ticket175 with a barcode so as to play a game thereon, and can also exchangethe ticket 175 with a barcode with a bill or the like at a predeterminedplace (e.g. a cashier in a casino) in a game facility.

The card slot 176 is for inserting a card in which predetermined data isstored. For example, the card stores data for identifying a player, anddata about the history of games played by a player. When the card isinserted into the card slot 176, the later-described IC card reader 60reads data from the card or writes data into the card. It is to be notedthat the card may store data corresponding to a coin, a bill or acredit.

The data display 124 includes a fluorescent display, LEDs and the like,and displays the data read by the IC card reader 60 or the data inputtedby a player via the keypad 125, for example. The keypad 125 is forinputting an instruction and data related to ticket issuance or thelike.

Although herein, the slot machine 10 according to the embodiment of thepresent invention is a type of a slot machine which controls thedisplaying of the video reels on the display, the slot machine 10 may bea type of a slot machine which displays symbols to a player by drivingmechanical reels by using a stepping motor or the like.

<<Configuration of Circuitry included in Gaming Machine>>

FIG. 5 a block diagram illustrating an internal configuration of theslot machine 10 according to the present embodiment.

A gaming board 50 is provided with: a CPU 51, a ROM 52, and a boot ROM53, which are mutually connected by an internal bus; a card slot 55corresponding to a memory card 54; and an IC socket 57 corresponding toa GAL (Generic Array Logic) 56.

The memory card 54 includes a non-volatile memory, and stores a gameprogram and a game system program. The game program includes a programrelated to game progression, a drawing program, and a program forproducing effects by images and sounds (for example, refer to FIG. 15 toFIG. 38) which are described later). Further, the aforementioned gameprogram includes data (refer to FIG. 9 to FIG. 14) specifying theconfiguration of the symbol array assigned to each video reel 3.

The drawing program is a program for determining the to-be stoppedsymbols of the five video reels 3 a to 3 e by a drawing. The datapertinent to three symbols, among symbols constituting the symbolarrays, displayed by the symbol display region 4 is determined for theto-be stopped symbols. Specifically, in a case of the video reel 3 a ,three symbols are determined as the to-be stopped symbols from thesymbols constituting the video reel 3 a. In a case of the video reel 3b, three symbols are determined as the to-be stopped symbols from thesymbols constituting the video reel 3 b. In a case of the video reel 3c, three symbols are determined as the to-be stopped symbols from thesymbols constituting the video reel 3 c. In a case of the video reel 3d, three symbols are determined as the to-be stopped symbols from thesymbols constituting the video reel 3 d. In a case of the video reel 3e, three symbols are determined as the to-be stopped symbols from thesymbols constituting the video reel 3 e.

It is to be noted that it is only required for the drawing program ofthe slot machine 10 according to the present embodiment to determine onesymbol to be displayed in a predetermined region (for example, themiddle row) of the symbol display region 4 as the to-be stopped symbol.In other words, the drawing program determines, as the to-be stoppedsymbol, one symbol to be displayed in the middle row of the symboldisplay region 4 with respect to each of the video reels 3 a to 3 e.Five symbols are determined as the to-be stopped symbols by thisprocessing. It is to be noted that the drawing program determines codeNos. as the to-be stopped symbols with respect to the video reels 3 a to3 e (refer to FIG. 9 to FIG. 14).

The above-mentioned drawing program includes symbol determination data.The symbol determination data is data that defines random values so thateach of the symbols constituting the symbol array is determined at anequal probability, for each of the video reels 3 a to 3 e.

Further, the card slot 55 is configured so that the memory card 54 canbe inserted there into and removed therefrom, and is connected to amotherboard 70 by an IDE bus.

The GAL 56 is a type of PLD (Programmable Logic Device) having a fixedOR any structure. The GAL 56 is provided with a plurality of input portsand output ports, and predetermined input into the input port causesoutput of the corresponding data from the output port.

Further, the IC socket 57 is configured so that the GAL 56 can beinserted thereinto and removed therefrom, and is connected to themotherboard 70 by a PCI bus. The contents of the game to be played onthe slot machine 10 can be changed by replacing the memory card 54 withanother memory card 54 having another program written therein or byrewriting the program written into the memory card 54 as anotherprogram.

The CPU 51, the ROM 52 and the boot ROM 53 mutually connected by theinternal bus are connected to the motherboard 70 by a PCI bus. The PCIbus enables a signal transmission between the motherboard 70 and thegaming board 50, and power supply from the motherboard 70 to the gamingboard 50.

The ROM 52 stores an authentication program. The boot ROM 53 stores apre-authentication program, a program (boot code) to be used by the CPU51 for activating the pre-authentication program, and the like. Theauthentication program is a program (tamper check program) forauthenticating the game program and the game system program. Thepre-authentication program is a program for authenticating theaforementioned authentication program. The authentication program andthe pre-authentication program are written along a procedure(authentication procedure) for proving that the program to be thesubject has not been tampered.

The motherboard 70 is provided with a main CPU 71, a ROM 72, a RAM 73,and a communication interface 82.

The ROM 72 includes a memory device such as a flash memory, and stores aprogram such as BIOS to be executed by the main CPU 71, and permanentdata. When the BIOS is executed by the main CPU 71, processing forinitializing predetermined peripheral devices is conducted; and further,through the gaming board 50, processing of loading the game program andthe game system program stored in the memory card 54 is started.

The RAM 73 stores data and programs which are used in operation of themain CPU 71. For example, when the processing of loading theaforementioned game program, game system program or authenticationprogram is conducted, the RAM 73 can store the program. The RAM 73 isprovided with working areas used for operations in execution of theseprograms. Examples of the areas include: an area that stores the numberof games, the number of BETs, the number of payouts, the number ofcredits and the like; and an area that stores symbols (code numbers)determined by a drawing.

The communication interface 82 is for communicating with the externalcontrol device 20 such as a server, through the communication line 22.Further, the motherboard 70 is connected with a later-described door PCB(Printed Circuit Board) 90 and a body PCB 110 by respective USBs. Themotherboard 70 is also connected with a power supply unit 81. When thepower is supplied from the power supply unit 81 to the motherboard 70,the main CPU 71 of the motherboard 70 is activated, and then the poweris supplied to the gaming board 50 through the PCI bus so as to activatethe CPU 51.

The door PCB 90 and the body PCB 110 are connected with input devicessuch as a switch and a sensor, and peripheral devices, the operations ofwhich are controlled by the main CPU 71. The door PCB 90 is connectedwith a control panel 30 and a cold cathode tube 93.

On the control panel 30, a 1-BET switch 34S, a 2BET switch 35S, a 3BETswitch 37S, a 4BET switch 38S, a 5BET switch 39S, a MAX-BET switch 45S,a PLAY 2 LINES switch 40S, a PLAY 10 LINES switch 41S, a PLAY 20 LINESswitch 42S, a PLAY 30 LINES switch 43S, a SPIN switch 46S, and the likeare provided so as to correspond to the above-described respectivebuttons. Each of the switches detects that any corresponding button ispressed by a player and outputs a signal to the main CPU 71.

The cold cathode tube 93 functions as a backlight installed on the rearface sides of an upper image display panel 131 and the lower imagedisplay panel 141, and lights up based on a control signal outputtedfrom the main CPU 71.

The body PCB 110 is connected with the lamp 111, the speaker 112, a coindetection part 113S, the touch panel 114, the bill validator 115, agraphic board 130, the ticket printer 171, the IC card reader 60, a keyswitch 122S, and the data display 124.

The lamp 111 lights up based on a control signal outputted from the mainCPU 71. The speaker 112 outputs sounds such as BGM, based on a controlsignal outputted from the main CPU 71.

The touch panel 114 detects a position, on the lower image displaypanel, touched by a player's finger or the like, and outputs to the mainCPU 71 a signal corresponding to the detected place. In addition,similarly, the upper image display panel 131 can be configured as atouch panel. Upon acceptance of a valid bill, the bill validator 115outputs to the main CPU 71 a signal corresponding to the face amount ofthe bill.

The graphic board 130 controls display of images conducted by therespective upper image display panel 131 and lower image display panel141, based on a control signal outputted from the main CPU 71. Thesymbol display region 4 of the lower image display panel 141 displaysthe five video reels 3 by which the scrolling (moving) and stop motionsof the symbol arrays included in the respective video reels 3 aredisplayed. The graphic board 130 is provided with a VDP generating imagedata, a video RAM temporarily storing the image data generated by theVDP, and the like. A credit meter of the lower image display panel 141displays the number of credits stored in the RAM 73. A win meter of thelower image display panel 141 displays the number of coins to be paidout.

The graphic board 130 is provided with the VDP (Video Display Processor)generating image data based on a control signal outputted from the mainCPU 71, the video RAM temporarily storing the image data generated bythe VDP, and the like. It is to be noted that the image data used ingeneration of image data by the VDP is included in the game program thathas been read from the memory card 54 and stored into the RAM 73.

Based on a control signal outputted from the main CPU 71, the ticketprinter 120 prints on a ticket a barcode representing encoded data ofthe number of credits stored in the RAM 73, date, the identificationnumber of the slot machine 10, and the like, and then outputs the ticketas the ticket 175 with a barcode.

The IC card reader 60 reads data stored in a card inserted into the cardslot 176 and transmits the data to the main CPU 71, or writes data intothe card based on a control signal outputted from the main CPU 71.

The key switch 122S is provided in the keypad 125, and outputs apredetermined signal to the main CPU 71 when the keypad 125 has beenoperated by a player.

The data display 124 displays data read by the IC card reader 60 anddata inputted by a player through the keypad 125, based on a controlsignal outputted from the main CPU 71.

<<Game State Transition>>

FIG. 6 is a diagram illustrating state transition in a slot machine 10.Specifically, FIG. 6 shows the state transition in a base game mode anda feature game mode.

The slot machine 10 has two kinds of game modes including the base gamemode and the feature game mode. On the slot machine 10, a unit game isexecuted in the base game mode as a main game mode, and when a trigger(event) of a feature game has occurred in the base game mode, the gamemode is shifted to the feature game mode.

As shown in FIG. 6, in the base game mode, the unit game is repeateduntil the trigger of the feature game is established. The game in thebase game mode is a game in which the unit game can be played byconsuming (betting) gaming media such as medals or the like. In thisbase game mode, when any of winning patterns shown in FIG. 8 isestablished, an amount of a payout in accordance with a payoutcorresponding to that winning pattern is paid out.

In the base game mode, a winning pattern by symbols of BONUS isestablished, thereby triggering the feature game mode. Specifically,three symbols of BONUS have appeared, thereby establishing the winningpattern by the symbols of BONUS. The symbols of BONUS are scattersymbols, by which a winning pattern is established, irrespective of anypayline. It is determined by the number of symbols of BONUS appearing inthe symbol display region 141 d that the winning pattern is establishedor is not established.

The feature game mode is triggered, thereby shifting the game mode tothe feature game mode. On the slot machine 10 according to the presentembodiment, as a process in the feature game mode, first, a wheeldrawing process is executed. By executing the wheel drawing process, anyof an extra-large credit payout, a middle credit payout, a small creditpayout, a slash bonus mode, a battle bonus mode, a pick bonus mode, anda free game mode is selected and executed.

When the extra-large credit payout is won in the wheel drawing process,a credit of 5000 is provided as a payout. When the middle credit payoutis won in the wheel drawing process, a credit of 200 is provided as apayout When the small credit payout is won in the wheel drawing process,a credit of 100 is provided as a payout. Thereafter, the game modereturns to the base game mode.

When the slash bonus mode is won in the wheel drawing process, a slashbonus game is executed by the later-described processes shown in FIG. 22to FIG. 24 and a predetermined payout is provided. Thereafter, the gamemode returns to the base game mode.

When the pick bonus mode is won in the wheel drawing process, a pickbonus game is executed by the later-described process shown in FIG. 38and a predetermined payout is provided. Thereafter, the game modereturns to the base game mode.

When the battle bonus mode is won in the wheel drawing process, a battlebonus game is executed by the later-described processes shown in FIG. 25to FIG. 31 and a predetermined payout is provided. Thereafter, the gamemode returns to the base game mode.

When the free game mode is won in the wheel drawing process, a free gameis executed by the later-described processes shown in FIG. 32 to FIG. 37and a predetermined payout is provided. Thereafter, the game modereturns to the base game mode.

In the present embodiment, the game in the free game mode is a game inwhich the unit game is played without consuming any gaming media such asmedals. A player can play the unit game at up to a maximum number oftimes (eight times) in the free game mode.

In the free game mode, the free game mode is retriggered, therebymaintaining the free game mode as the game mode. In the base game mode,a winning pattern by the symbols of BONUS is established, therebyretriggering the free game mode. Specifically, three symbols of BONUShave appeared, thereby establishing the winning pattern by the symbolsof BONUS. The free game mode is retriggered, thereby adding eight timesas the maximum number of times at which the unit game is played.

<Payline>

FIG. 7 shows an example of a payline definition table which definespaylines adopted in a slot machine 10. As described above, in the slotmachine 10 according to the present embodiment, in a symbol displayregion 141 d, as stop positions 28 of symbols of five video reels 3 a to3 e, four rows which are an uppermost row (first row=0), an upper middlerow (second row=1), a lower middle row (third row=2), and a lowermostrow (fourth row=3) are defined. In the slot machine 10, 30 paylines areset in a symbol matrix of five arrays×4 rows (5 columns×4 rows). Thepayline definition table defines the paylines formed by connecting fourregions in the uppermost row, the upper middle row, the lower middlerow, and the lowermost row of the respective five video reels 3 a to 3 ein the symbol display region 141 d.

For example, a region in the uppermost row of the video reel 3 a (firstreel strip), a region in the uppermost row of the video reel 3 b (secondreel strip), a region in the uppermost row of the video reel 3 c (thirdreel strip), a region in the uppermost row of the video reel 3 d (fourthreel strip), and a region in the uppermost row of the video reel 3 e(fifth reel strip) constitute one payline (payline No. 1 in FIG. 7).

In the slot machine 10 according to the present embodiment, all of the30 paylines are active, irrespective of a bet amount and any selectionby a player. It is to be noted that the paylines may be made active inaccordance of the selection by a player. In addition, a total number ofthe paylines can be appropriately determined in accordance with a sizeof the symbol matrix.

<Payout Table>

FIG. 8 is a table showing an example of a payout table. The payout tableshown in FIG. 8 defines 13 kinds of winning patterns.

The payout table shows a relationship of the winning patterns, thenumbers of Kinds of symbols, and payouts. The numbers of Kinds are thenumbers of symbols constituting the winning patterns and represent thenumbers of symbols which are respectively arranged in succession from aleft side to a right side along a payline. As described above, in theslot machine 10 according to the present embodiment, except for thesymbols of BONUS and F_BONUS, winning is determined by symbols arrangedin a LEFT TO RIGHT manner. Accordingly, a payout is determined by a kindand a number of symbols which are arranged in succession along apayline. It is to be noted that even in a case where the symbols are notarranged in succession, a winning pattern may be determined by a numberof symbols arranged along a payline, instead of the symbols arranged inthe LEFT TO RIGHT manner.

The first winning pattern is a pattern in which symbols of WILD arearranged. Specifically, the first winning pattern is a pattern in whichthree to five symbols of WILD are arranged along a payline. For example,a payout obtained when five symbols of WILD are arranged along a paylineis defined as 1000.

In addition, the symbols of WILD are replaced with other symbols so asto establish an advantageous winning pattern. When the symbols of WILDare replaced with other symbols and the final winning pattern isestablished, a payout corresponding to that winning pattern isdetermined. It is to be noted that in the present embodiment, thesymbols of WILD are not replaced with the symbols of BONUS and F_BONUS.

The second winning pattern is a pattern in which three to five symbolsof SHOGUN are arranged along a payline. For example, a payout obtainedwhen five symbols of SHOGUN are arranged along a payline is defined as300.

The third winning pattern is a pattern in which three to five symbols ofSAMURAI are arranged along a payline. For example, a payout obtainedwhen five symbols of SAMURAI are arranged along a payline is defined as250.

The fourth winning pattern is a pattern in which three to five symbolsof SOLDIER are arranged along a payline. For example, a payout obtainedwhen five symbols of SOLDIER are arranged along a payline is defined as200.

The fifth winning pattern is a pattern in which three to five symbols ofCLAW are arranged along a payline. For example, a payout obtained whenfive symbols of CLAW are arranged along a payline is defined as 120.

The sixth winning pattern is a pattern in which three to five symbols ofNINJA_STAR are arranged along a payline. For example, a payout obtainedwhen five symbols of NINJA_STAR are arranged along a payline is definedas 120.

The seventh winning pattern is a pattern in which three to five symbolsof KNIFE are arranged along a payline. For example, a payout obtainedwhen five symbols of KNIFE are arranged along a payline is defined as120.

The eighth winning pattern is a pattern in which three to five symbolsof WIND are arranged along a payline. For example, a payout obtainedwhen five symbols of WIND are arranged along a payline is defined as100.

The ninth winning pattern is a pattern in which three to five symbols ofFOREST are arranged along a payline. For example, a payout obtained whenfive symbols of FOREST are arranged along a payline is defined as 100.

The 10th winning pattern is a pattern in which three to five symbols ofFIRE are arranged along a payline. For example, a payout obtained whenfive symbols of FIRE are arranged along a payline is defined as 100.

The 11th winning pattern is a pattern in which three to five symbols ofMOUNTAIN are arranged along a payline. For example, a payout obtainedwhen five symbols of MOUNTAIN are arranged along a payline is defined as100.

The 12th winning pattern is a pattern in which three to five symbols ofBONUS have appeared. As described above, the symbols of BONUS are thescatter symbols. Accordingly, the arrangement of the symbols of BONUSalong a payline is not a condition for the establishment of a winningpattern, and the establishment of the 12th winning pattern is determinedby the number of symbols of BONUS which have appeared. A payout obtainedwhen three symbols of BONUS have appeared is defined as one.

As described above, on the condition that it is determined by the symboldrawing process that the three symbols of BONUS are to appear in thesymbol display region 141 d, the feature game mode is triggered.Accordingly, when it is determined by the symbol drawing process thatthe three symbols of BONUS are to appear in the symbol display region141 d, a player is provided with both benefits of the provision of apayout and the shifting to the feature game mode.

The 13th winning pattern is a pattern in which three to five symbols ofF_BONUS have appeared. As described above, the symbols of F_BONUS arethe scatter symbols. Accordingly, the arrangement of the symbols ofF_BONUS along a payline is not a condition for the establishment of awinning pattern, and the establishment of the 13th winning pattern isdetermined by the number of symbols of F_BONUS which have appeared. Apayout obtained when three symbols of F_BONUS have appeared is definedas one.

As described above, on the condition that it is determined by the symboldrawing process that the three symbols of F_BONUS are to appear in thesymbol display region 141 d, the free game mode is retriggered.Accordingly, when it is determined by the symbol drawing process thatthe three symbols of F_BONUS are to appear in the symbol display region141 d, a player is provided with both benefits of the provision of apayout and the maintaining of the free game mode.

<Configuration of Reel Strips>

Each of FIG. 9 to FIG. 14 is a table showing a group of reel strips(symbol arrays) which constitute five video reels 3 a to 3 e. Code Nos.showing symbols shown in FIG. 9 to FIG. 14 are made into data and arestored in a RAM 73. These tables shown in FIG. 9 to FIG. 14 function assymbol determination tables for determining five to-be-stopped symbolsin symbol drawing processes shown in FIG. 17 and FIG. 33. In otherwords, random number values are extracted and the symbol determinationtables shown in FIG. 9 to FIG. 14 are referenced, thereby determiningthe five code Nos. and determining symbols corresponding to the codeNos. as the five to-be-stopped symbols.

FIG. 9 to FIG. 11 is a table showing a group of reel strips used in abase game mode. FIG. 12 to FIG. 14 is a table showing a group of reelstrips used in a free game mode of a feature game mode.

As shown in FIG. 9 to FIG. 11, 12 kinds of symbols which are symbols ofWILD, SHOGUN, SAMURAI, SOLDIER, CLAW, NINJA_STAR, KNIFE, WIND, FOREST,FIRE, MOUNTAIN, and BONUS are assigned to the group of reel strips usedin the base game mode. For example, the symbol of SOLDIER is assigned tocode No. 10 of the video reel 3 c. The symbols of BONUS are assigned tothe group of reel strips used in the base game mode. A winning patternby the symbols of BONUS is established, thereby triggering the featuregame mode.

As shown in FIG. 12 to FIG. 14, 12 kinds of symbols which are symbols ofWILD, SHOGUN, SAMURAI, SOLDIER, CLAW, NINJA_STAR, KNIFE, WIND, FOREST,FIRE, MOUNTAIN, and F_BONUS are assigned to the group of reel stripsused in the free game mode. The symbols of F_BONUS are assigned to thegroup of reel strips used in the free game mode. A winning pattern bythe symbols of F_BONUS is established, thereby retriggering the freegame mode.

In each of the base game mode and the free game mode, 63 symbols areassigned to the reel strip of the video reel 3 a. In each of the basegame mode and the free game mode, 87 symbols are assigned to the reelstrip of the video reel 3 b. In the base game mode, 57 symbols areassigned to the reel strip of the video reel 3 c, and in the free gamemode, 59 symbols are assigned to the reel strip of the video reel 3 c.In each of the base game mode and the free game mode, 102 symbols areassigned to the reel strip of the video reel 3 d. In each of the basegame mode and the free game mode, 105 symbols are assigned to the reelstrip of the video reel 3 e. By the symbol drawing processes shown inFIG. 17 and FIG. 33, one to-be stopped symbol is selected at an equalprobability with respect to each of the five video reels 3 a to 3 e.

<<Contents of Programs>>

Next, with reference to FIG. 15 to FIG. 38, programs executed by a slotmachine 10 will be described.

<Main Control Process>

FIG. 15 is a flowchart of a main control process in a slot machine 10according to the embodiment of the present invention. This game mode inthe main control process shown in FIG. 15 is a base game mode.

First, when power is supplied to the slot machine 10, a main CPU 71reads out a game program and a game system program, which have beenauthenticated, from a memory card 54 via a gaming board 50 and writesthe game program and the game system program into a RAM 73 (step S1511).

Next, the main CPU 71 conducts an at-one-game-termination initializationprocess (step S1513). For example, data that becomes unnecessary aftereach game in the working areas of the RAM 73, such as the number of BETsand the symbols determined by a drawing, is cleared.

The main CPU 71 conducts a coin-insertion/start-check process which isdescribed later with reference to FIG. 16 (step S1515). In this process,input or the like from the BET button and the spin button is checked.

Next, the main CPU 71 conducts a symbol drawing process which isdescribed later with reference to FIG. 17 (step S1517). In this process,to-be stopped symbols are determined based on the random number valuesfor symbol determination. When as a result of the symbol drawingprocess, a winning pattern by symbols of BONUS is established, a featuregame mode is triggered. It is to be noted that in the presentembodiment, the trigger of the feature game mode is a trigger of a wheeldrawing process.

Next, the main CPU 71 conducts an effect contents start process (stepS1519). In the process at step S1519, the main CPU 71 extracts randomnumber values for effects, determines any of a predetermined pluralityof effect contents by a drawing, and executes the effect contents at thetiming of the determined effect contents. For example, the main CPU 71displays video for effects on an upper display device 131, outputs audiofrom a loudspeaker 112, lights a lamp 111, and performs the control, forexample, by subjecting these to effect processes.

Next, the main CPU 71 conducts a symbol display control process which isdescribed later with reference to FIG. 18 (step S1521). In this process,scrolling of five video reels 3 a to 3 e (five reel strips) is started,and the to-be stopped symbols determined in the symbol drawing processat step S1517 are stopped in predetermined positions.

Next, the main CPU 71 conducts a to-be-paid-out number determinationprocess which is described later with reference to FIG. 19 (step S1523).In this process, it is determined from the five to-be-stopped symbolsstored in a symbol storage area by the later-described symbol drawingprocess whether or not a winning pattern in the payout table (refer toFIG. 8) is established. A to-be-paid-out number based on the payouttable (refer to FIG. 8) in accordance with the winning pattern isdetermined and is stored in a to-be-paid-out number storage area(to-be-paid-out number counter) provided in the RAM 73.

Next, the main CPU 71 determines whether or not the feature game mode istriggered (step S1525). In other words, the main CPU 71 determineswhether or not the wheel drawing process is triggered. When the main CPU71 determines that the feature game mode is triggered, the main CPU 71executes the wheel drawing process shown in FIG. 20 (step S1527) andreturns the processing to step S1513.

Next, when the main CPU 71 determines at step S1525 that the featuregame trigger is not established, the main CPU 71 conducts a paying-outprocess (step S1529). The main CPU 71 adds a value stored in theto-be-paid-out number storage area (to-be-paid-out number counter) to avalue stored in a number-of-credits storage area (number-of-creditscounter)provided in the RAM 73. It is to be noted that the driving of ahopper (not shown) may be controlled, thereby discharging coins inaccordance with the to-be-paid-out number counter from a coin payoutexit. In addition, the driving of a ticket printer 120 may becontrolled, thereby issuing a ticket with a barcode having theto-be-paid-out number counter registered thereon.

Next, the main CPU 71 returns the processing to step S1513.

<Coin-Insertion/Start-Check Process>

FIG. 16 is a flowchart of a coin-insertion/start-check process in a slotmachine 10 according to the embodiment of the present invention.

First, the main CPU 71 determines whether or not insertion of coins hasbeen detected by a coin counter (step S1611). When the main CPU 71determines that the insertion of coins has been detected, the main CPU71 adds a value of inserted coins to a value stored in thenumber-of-credits storage area (number-of-credits counter) (step S1613).It is to be noted that in addition to the determination of the insertionof coins, the main CPU 71 may determine whether or not insertion ofbills has been detected based on bill validation data (for example, by aPTS terminal (not shown) or the like), and when the main CPU 71determines that the insertion of bills has been detected, the main CPU71 may add a value in accordance with the bills to a value of thenumber-of-credits counter.

After step S1613 or when at step S1611, the main CPU 71 determines thatthe insertion of coins has not been detected, the main CPU 71 determineswhether or not a value of the number-of-credits counter is zero (stepS1615). When the main CPU 71 determines that the value of thenumber-of-credits counter is not zero, the main CPU 71 permitsacceptance of an operation of any of BET buttons (step S1617).

Next, the main CPU 71 determines whether or not the operation of any ofthe BET buttons has been detected (step S1619). When the main CPU 71determines by a BET switch that any of the BET buttons has been pressedby a player, based on a kind of the pressed button among the BETbuttons, the main CPU 71 performs addition of a value stored in anumber-of-BETs storage area (number-of-BETs counter) provided in the RAM73 and performs subtraction for the number-of-credits counter (stepS1621).

Next, the main CPU 71 determines whether or not a value of thenumber-of-BETs counter is at its maximum (step S1623). When the main CPU71 determines that the value of the number-of-BETs counter is at itsmaximum, the main CPU 71 prohibits updating of the number-of-BETscounter and the value of the number-of-BETs counter is stored in the RAM73 (step S1625).

In the free game mode, without consuming any gaming media such asmedals, the free games (unit games) can be played. Accordingly, withoutplacing any BET, the free games can be initiated, and a value of thenumber-of-BETs counter cannot be determined by the BET operation.Therefore, upon shifting to the free game mode, a value of thenumber-of-BETs counter in the base game mode immediately prior toshifting thereto is used. The value of the number-of-BETs counter storedat step S1625 is read out and used upon shifting to the free game mode.

Next, when the main CPU 71 determines after step S1625 or at step S1623that the value of the number-of-BETs counter is not at its maximum, themain CPU 71 permits acceptance of an operation of the spin button (stepS1627).

After step S1627, or when at step S1619, the main CPU 71 determines thatthe operation of any of the BET buttons has not been detected, or whenat step S1615, the main CPU 71 determines that the value of thenumber-of-credits counter is zero, the main CPU 71 determines whether ornot the operation of the spin button has been detected (step S1629).When the main CPU 71 determines that the operation of the spin buttonhas not been detected, the main CPU 71 returns the processing to stepS1611.

When the main CPU 71 determines that the operation of the spin buttonhas been detected, the main CPU 71 finishes thecoin-insertion/start-check process.

<Symbol Drawing Process>

FIG. 17 is a flowchart of a symbol drawing process in a slot machine 10according to the embodiment of the present invention.

First, the main CPU 71 extracts five random number values for thedetermination of symbols (step S1711). Next, the main CPU 71 determinesto-be-stopped symbols of the five video reels 3 a to 3 e from the fiverandom number values by a drawing (step S1713).

In the process at step S1713, with reference to a symbol determinationtable, the five to-be-stopped symbols are determined. In the presentembodiment, the symbol determination table is a symbol determinationtable for the base game mode and is shown in FIG. 9 to FIG. 11.

In other words, the main CPU 71 extracts five random number values forsymbol determination and with reference to the symbol determinationtable for the base game mode shown in FIG. 9 to FIG. 11, one symbol withrespect to each of the five video reels 3 a to 3 e is determined as ato-be stopped symbol. In the present embodiment, each of the fiveto-be-stopped symbols is determined at an equal probability.

By conducting the process at step S1713, the five to-be-stopped symbolscorresponding to the five video reels 3 a to 3 e are determined. Thestopping of the five video reels 3 a to 3 e is controlled such that thedetermined five to-be-stopped symbols stop in an uppermost row of asymbol matrix (uppermost row of the symbol display region 141 d) (referto step S1813 in FIG. 18).

Next, the main CPU 71 stores the determined to-be stopped symbols of thefive video reels 3 a to 3 e in a symbol storage area provided in the RAM73 (step S1715).

In the present embodiment, each of the five to-be-stopped symbols isdetermined by the symbol drawing process at the equal probability. Incontrast to this, predetermined weights may be defined with respect tothe plurality of symbols constituting the respective five video reels 3a to 3 e, and in accordance with the weights, the five to-be-stoppedsymbols may be determined.

<Symbol Display Control Process>

FIG. 18 is a flowchart of a symbols display control process in a slotmachine 10 according to the present embodiment.

The main CPU 71 starts the scrolling of five video reels 3 a to 3 edisplayed in a symbol display region 141 d of a lower display device 141(step S1811).

A speed, a direction, and the like of the scrolling of the five videoreels 3 a to 3 e are controlled by a variety of parameters forpredictive and ready-to-win effects.

In the present embodiment, the five video reels 3 a to 3 e shown in FIG.9 to FIG. 11 are displayed as the reel strips.

Next, based on the symbol storage area, the main CPU 71 stops thescrolling of any predetermined video reel among the five video reels 3 ato 3 e (step S1813). The video reel to be stopped and the timing of thestopping are determined by a variety of parameters for predictive andready-to-win effects.

Next, the main CPU 71 determines whether or not all of the five videoreels 3 a to 3 e have been stopped (step S1815). When the main CPU 71determines that all of the five video reels 3 a to 3 e have not beenstopped, the main CPU 71 returns the processing to step S1813. On theother hand, when the main CPU 71 determines that all of the five videoreels 3 a to 3 e have been stopped, the main CPU 71 finishes thissub-routine.

In the present embodiment, for a period of time from when the scrollingof the five video reels 3 a to 3 e is started to when the scrolling ofthe five video reels 3 a to 3 e is stopped, the main CPU 71 controls thespeed, the direction, a period of time, and the like of the scrolling ofthe five video reels 3 a to 3 e, thereby allowing the predictive andready-to-win effects to be executed.

<To-Be-Paid-Out Number Determination Process>

FIG. 19 is a flowchart of a to-be-paid-out number determination processin a slot machine 10 according to the embodiment of the presentinvention.

First, with reference to a payout table shown in FIG. 8, the main CPU 71determines a winning pattern based on the symbols stored in a symbolstorage area (step S1911).

Next, in accordance with a kind of the symbols determined at step S1911,the main CPU 71 determines whether or not a winning pattern has beenestablished (step S1913).

Next, when the winning pattern is established, based on the symbolstorage area and the payout table (FIG. 8), the main CPU 71 determines ato-be-paid-out number based on a payout which satisfies the winningpattern (step S1915).

Next, the main CPU 71 stores the determined to-be-paid-out number in theto-be-paid-out number counter of the to-be-paid-out number storage area(step S1917), finishing this sub-routine.

When in the determination processing at step S1913, the main CPU 71determines that the winning pattern has not been established, the mainCPU 71 immediately finishes this sub-routine.

<Wheel Drawing Process>

Each of FIG. 20 and FIG. 21 is a flowchart of a wheel drawing process ina slot machine 10 according to the present embodiment. In a base gamemode, it is determined by a symbol drawing process that three symbols ofBONUS appear and a winning pattern by the symbols of BONUS isestablished, thereby executing the wheel drawing process. A wheeldrawing is a roulette game, and a bonus corresponding to any one ofcells is provided. In the present embodiment, the bonuses, each of whichis determined by the wheel drawing process, include shifting to avariety of feature game modes and the provision of payouts.

First, the main CPU 71 extracts random number values for a roulettedrawing (step S2011).

Next, by using the random number values extracted in the process at stepS2011, with reference to a roulette drawing table (FIG. 40), the mainCPU 71 determines a bonus (step S2013).

Next, in accordance with a result at step S2013, the main CPU 71executes wheel effects shown in FIG. 39 (step S2015).

As shown in FIG. 39, a wheel is constituted of 16 cells with ID=0 to 15.Each of the 16 cells has a trapezoidal shape, and the 16 cells areconcentrically arranged. The wheel is provided in an upper portion of anupper display device 131 (not shown). It is to be noted that a wheel maybe provided, instead of the upper display device 131.

Numerical values shown in FIG. 39 are ID numbers. A lamp (not shown) isarranged behind each of the 16 cells. The wheel is configured by a lampbox, and the main CPU 71 controls turning-on and turning-off of a lamp.A lamp behind one cell corresponding to a result at step S2013 is turnedon, thereby allowing the result at step S2013 to be shown to a player.

Specifically, turning-on and turning-off of the lamp of each of the 16cells are sequentially repeated, thereby allowing roulette effects to beexecuted. Finally, the lamp behind one cell corresponding to the resultat step S2013 is turned on.

FIG. 40 shows an example of the roulette drawing table used at stepS2013. The IDs shown in FIG. 40 indicate the 16 cells of the wheel shownin FIG. 39.

For ID=0, the content is a small credit (payout=100) and a weight isfive. For ID=1, the content is an extra-large credit (payout=5000) and aweight is one. For ID=2, the content is a middle credit (payout=200) anda weight is five. For ID=3, the content is a pick bonus and a weight is11. For ID=4, the content is a small credit (payout=100) and a weight isone. For ID=5, the content is a free game and a weight is 10. For ID=6,the content is a middle credit (payout=200) and a weight is one. ForID=7, the content is a slash bonus and a weight is 11. For ID=8, thecontent is a small credit (payout=100) and a weight is two. For ID=9,the content is a battle bonus and a weight is 15. For ID=10, the contentis a middle credit (payout=200) and a weight is three. For ID=11, thecontent is a pick bonus and a weight is 11. For ID=12, the content is asmall credit (payout=100) and a weight is two. For ID=13, the content isa free game and a weight is nine. For ID=14, the content is a middlecredit (payout=200) and a weight is two. For ID=15, the content is aslash bonus and a weight is 11.

The main CPU 71 determines whether or not the result at step S2013 iscredit winning (step S2017). When the main CPU 71 determines that theresult is the credit winning, the main CPU 71 determines whether or notthe credit winning is winning of a small credit (step S2111).

When the main CPU 71 determines that the credit winning is the winningof the small credit, the main CPU 71 determines a payout of 100 (stepS2113), finishing this sub-routine.

When in the determination process at step S2111, the main CPU 71determines that the credit winning is not the winning of the smallcredit, the main CPU 71 determines whether or not the credit winning iswinning of a middle credit (step S2115).

When the main CPU 71 determines that the credit winning is the winningof the middle credit, the main CPU 71 determines a payout of 200 (stepS2117), finishing this sub-routine.

When in the determination process at step S2113, the main CPU 71determines that the credit winning is not the winning of the middlecredit, the main CPU 71 determines a payout of winning of a large creditof 5000 (step S2119), finishing this sub-routine.

Specifically, payouts are determined as described below. It is to benoted that a value calculated by multiplying a number of BETs per lineby each of the below payouts is provided as a credit.

Upon winning the small credit of ID=0, 100 is determined as a payout.Upon winning the extra-large credit of ID=1, 5000 is determined as apayout. Upon winning the middle credit of ID=2, 200 is determined as apayout. Upon winning the small credit of ID=4, 100 is determined as apayout. Upon winning the middle credit of ID=6, 200 is determined as apayout. Upon winning the small credit of ID=8, 100 is determined as apayout. Upon winning the middle credit of ID=10, 200 is determined as apayout. Upon winning the small credit of ID=12, 100 is determined as apayout. Upon winning the middle credit of ID=14, 200 is determined as apayout.

When in the determination process at step S2017, the main CPU 71determines that no credit is won, the main CPU 71 determines whether ornot a slash bonus is won (step S2019).

When the main CPU 71 determines that the slash bonus is won, the mainCPU 71 executes a slash bonus process shown in FIG. 22 to FIG. 24 (stepS2021), finishing this sub-routine.

When in the determination process at step S2019, the main CPU 71determines that no slash bonus is won, the main CPU 71 determineswhether or not a battle bonus is won (step S2023).

When the main CPU 71 determines that the battle bonus is won, the mainCPU 71 executes a battle bonus process shown in FIG. 25 to FIG. 31 (stepS2025), finishing this sub-routine.

When in the determination process at step S2023, the main CPU 71determines that no battle bonus is won, the main CPU 71 determineswhether or not a pick bonus is won (step S2027).

When the main CPU 71 determines that the pick bonus is won, the main CPU71 executes a pick bonus process shown in FIG. 38 (step S2029),finishing this sub-routine.

When in the determination process at step S2027, the main CPU 71determines that no pick bonus is won, the main CPU 71 determines whetheror not a free game bonus is won (step S2031).

When the main CPU 71 determines that the free game bonus is won, themain CPU 71 executes a free game bonus process shown in FIG. 32 to FIG.37 (step S2033), finishing this sub-routine.

When the main CPU 71 determines that no free game bonus is won, the mainCPU 71 immediately finishes this sub-routine.

Specifically, the variety of bonus processes are executed as describedbelow. Upon winning ID=7 or ID=15, the slash bonus process is executed(FIG. 22 to FIG. 24). Upon winning ID=9, the battle bonus process isexecuted (FIG. 25 to FIG. 31). Upon winning ID=5 or ID=13, the free gameprocess is executed (FIG. 32 to FIG. 37). Upon winning ID=3 or ID=11,the pick bonus process is executed (FIG. 38).

<Slash Bonus Process>

Each of FIG. 22 to FIG. 24 is a flowchart of a slash bonus process in aslot machine 10 according to the present embodiment

As shown in FIG. 61A to FIG. 67D, in the slash bonus process, enemycharacters are displayed on a lower display device 141 (lower liquidcrystal panel 141 b) one after another, and a player touches or slidesthe displayed enemy character on a lower touch panel 141 a within a timelimit, thereby defeating the enemy character and obtaining a credit.Based on a number of enemy characters defeated by a user, credits areprovided.

The operation by a user is performed by touching or sliding the lowertouch panel 141 a. It is to be noted that a provided credit isdetermined by a drawing process and as described later, differences madeby operations by a user are finally settled.

As shown in FIG. 41, the enemy characters are displayed at 14 timings(each one second) of No. 1 to No. 14. As described later, a number ofenemy characters displayed at each of the timings is one to three.

First, the main CPU 71 extracts random number values for enemy appearingpatterns (step S2211).

Next, with reference to an enemy appearing pattern drawing table, themain CPU 71 determines any enemy appearing pattern (step S2213). In thepresent embodiment, each of the enemy appearing patterns includes anumber of enemy characters and a payout credit corresponding thereto.

FIG. 42 shows an example of the enemy appearing pattern drawing table.The enemy appearing patterns shown in FIG. 42 are three kinds of A, B,and C. In ID=0 of an enemy appearing pattern A, a total number of anumber of appearing enemies is 30, a payout credit is 450, and a weightis one. In ID=1 of an enemy appearing pattern B, a total number of anumber of appearing enemies is 32, a payout credit is 480, and a weightis one. In ID=2 of an enemy appearing pattern C, a total number of anumber of appearing enemies is 34, a payout credit is 510, and a weightis one. In the above-described process at step S2213, any appearingpattern among the enemy appearing patterns A to C is determined.

Next, in accordance with the enemy appearing pattern determined in theprocess at step S2213, the main CPU 71 rearranges numbers of appearingenemies at the 14 appearing timings (step S2215).

Specifically, based on numbers of enemy characters shown in FIG. 43,numbers of appearing enemies are rearranged. FIG. 43 is a table whichdefines numbers of enemy characters to be displayed at each of theappearing timings with respect to each of the enemy appearing patterns Ato C. In FIG. 43, reference numbers of enemy characters are shown, andby executing the process at step S2215, the 14 appearing timings of No.1 to No. 14 are rearranged by a drawing process, thereby rearranging thenumbers of appearing enemies.

For example, in the case of the enemy appearing pattern A, the appearingtimings are rearranged by the drawing process as in the order: No.10→8→4→12→3→1→5→ . . . →9, thereby allowing the numbers of appearingenemies to be rearranged as in the order 3→2→1→3→1→1→2→ . . . →3. Byrearranging the appearing timings as described above, the number ofappearing enemies can be arranged such that after one second, threeenemy characters appear; after two seconds, two enemy characters appear;after three seconds, one enemy character appears; after four seconds,three enemy characters appear; after five seconds, one enemy characterappears; after six seconds, one enemy character appears; and finally,after 14 seconds, three enemy characters appear. Thus, by rearrangingthe numbers of appearing enemies, even when the enemy appearing patternis the same, the slash bonus can be differently developed, therebyallowing a player to hardly get bored.

As shown in FIG. 43, in the case of the enemy appearing pattern A, anumber of timings, at each of which a number of enemies concurrentlyappearing is one, is four; a number of timings, at each of which anumber of enemies concurrently appearing is two, is four; and a numberof timings, at each of which a number of enemies concurrently appearingis three, is six. In the case of the enemy appearing pattern B, a numberof timings, at each of which a number of enemies concurrently appearingis one, is three; a number of timings, at each of which a number ofenemies concurrently appearing is two, is four; and a number of timings,at each of which a number of enemies concurrently appearing is three, isseven. In the case of the enemy appearing pattern C, a number oftimings, at each of which a number of enemies concurrently appearing isone, is one; a number of timings, at each of which a number of enemiesconcurrently appearing is two, is six; and a number of timings, at eachof which a number of enemies concurrently appearing is three, is seven.

Next, the main CPU 71 initializes a first obtained credit, for example,to 0 (step S2217). The first obtained credit is a credit which can beobtained upon defeating each of the enemy characters appearing one afteranother. On the other hand, the later-described second obtained creditis a credit which can be obtained upon defeating the last one enemycharacter.

Next, the main CPU 71 initializes a number of timings, at each of whichenemies appear, for example, to 1 (step S2219).

Next, in accordance with the number of appearing enemies determined atstep S2215, the main CPU 71 determines a position, in which each of theenemy characters is displayed, by a drawing process (step S2311). Asdescribed above, since the position in which each of the enemycharacters is displayed is determined by the drawing process, even whenthe number of appearing enemies is the same, it is likely that the enemycharacters are displayed in different positions, thereby allowingpositions touched or slid on the lower touch panel 141 a to be madedifferent and enabling a feeling of tension to be provided for a player.

Next, the main CPU 71 determines whether or not it is a timing at whichthe enemy characters are caused to appear (step S2313). This process isto determine whether or not it is any of the appearing timings shown inthe table in FIG. 41. When the main CPU 71 determines that it is not thetiming at which the enemy characters are caused to appear, the main CPU71 returns the processing to step S2313.

When the main CPU 71 determines that it is the timing at which the enemycharacters are caused to appear, the main CPU 71 displays enemycharacters of the number of appearing enemies determined in the processat step S2215 in the positions determined in the process at step S2311(step S2315). This process is executed, thereby allowing the enemycharacters to be displayed and caused to appear one after another on thelower display device 141, as shown in FIG. 61D to FIG. 64B.

Next, the main CPU 71 determines whether or not a user touches or slidesthe lower touch panel 141 a (step S2317). When the main CPU 71determines that a user does not touch or slide the lower touch panel 141a, the main CPU 71 returns the processing to step S2317.

When the main CPU 71 determines that a user touches or slides the lowertouch panel 141 a, the main CPU 71 determines whether or not thetouching or sliding is an appropriate input to each of the enemycharacters (step S2319). The appropriate input is an input (touching)with which each of the enemy characters is stabbed or an input (sliding)with which each of the enemy characters is slashed down.

When the main CPU 71 determines that the touching or sliding is not theappropriate input to each of the enemy characters, the main CPU 71determines whether or not a time-out occurs (step S2321). The time-outis a timing at which each of the enemy characters disappears from ascreen. In other words, a user touches or slides the lower touch panel141 a for a period of time from when each of the enemy charactersappears to when each of the enemy characters disappears, therebyallowing a user to attack each of the enemy characters. Such a timelimit is set, thereby allowing a feeling of tension to be provided for aplayer.

When the main CPU 71 determines that the time-out does not occur, themain CPU 71 returns the processing to step S2317.

When in the determination process at step S2319, the main CPU 71determines that the touching or sliding is the appropriate input to eachof the enemy characters, the main CPU 71 adds 15 to the first obtainedcredit (step S2323).

After executing the process at step S2323, when in the determinationprocess at step S2321, the main CPU 71 determines that the time-outoccurs, the main CPU 71 increases only by one the number of times atwhich the enemy characters appear (step S2325).

Next, the main CPU 71 determines whether or not the number of timescomes to be a maximum number of times, for example, 14 (step S2327).When the main CPU 71 determines that the number of times does not cometo be the maximum number of times, the main CPU 71 returns theprocessing to step S2311.

When the main CPU 71 determines that the number of times has come to themaximum number of times, the main CPU 71 subtracts the first obtainedcredit from a payout credit, thereby calculating the remaining credit(step S2329).

The payout credit is a credit determined in the above-described processat step S2213 and a credit defined in accordance with each of the enemyappearing patterns. The first obtained credit is a credit obtained whena user attacks each of the enemy characters (FIG. 61D to FIG. 64B)appearing one after another at each of the appearing timings shown inthe table in FIG. 41.

As described above, it is required for a user to defeat each of theenemy characters one after another within the time limit by touching orsliding the lower touch panel 141 a. Therefore, any enemy character orcharacters which a user cannot defeat is or are likely to be present.Since a payout is determined upon defeating each of the enemycharacters, when a user cannot defeat any enemy character, no payout isprovided.

When a user has defeated all of the enemy characters, the first obtainedcredit matches the payout credit. On the other hand, when any enemycharacter which a user cannot defeat is present, the first obtainedcredit is smaller than the payout credit. The remaining credit is adifference between the payout credit and the first obtained credit andis a payout corresponding to the enemy character which a user cannotdefeat

Next, the main CPU 71 initializes the second obtained credit, forexample, to 0 (step S2411).

Next, the main CPU 71 extracts random number values for a bonus payout(step S2413).

Next, with reference to a bonus payout drawing table, the main CPU 71determines the bonus payout (step S2415).

FIG. 44 is a table showing an example of the bonus payout drawing table.A bonus payout of ID=0 is 100 and a weight thereof is one. A bonuspayout of ID=1 is 120 and a weight thereof is one. A bonus payout ofID=2 is 140 and a weight thereof is one. A bonus payout of ID=3 is 160and a weight thereof is one. A bonus payout of ID=4 is 180 and a weightthereof is one. A bonus payout of ID=5 is 200 and a weight thereof isone. A bonus payout of ID=6 is 220 and a weight thereof is one. A bonuspayout of ID=7 is 240 and a weight thereof is one. A bonus payout ofID=8 is 260 and a weight thereof is one. A bonus payout of ID=9 is 280and a weight thereof is one. A bonus payout of ID=10 is 300 and a weightthereof is one. A bonus payout of ID=11 is 320 and a weight thereof isone.

The process at step S2415 is executed, thereby allowing one bonus payoutamong the bonus payouts corresponding to ID=0 to 11 to be determined.

Next, the main CPU 71 determines a part of the bonus payout determinedin the process at step S2415 as a predetermined credit (step S2417). Inthis process, the bonus payout is divided into a plurality of bonuspayouts, and each of the divided bonus payouts is determined as thepredetermined credit. A number of divided bonus payouts can bedetermined based on the bonus payout. For example, the determination canbe made such that in accordance with an increase in the bonus payout,the number of divided bonus payouts is easily increased. In addition,irrespective of the bonus payout, the number of divided bonus payoutscan be randomly determined.

Next, the main CPU 71 displays the last enemy character (step S2419). Inthe present embodiment, a number of the last enemy character is one. Auser can attack at a plurality of times up to when a user defeats thelast one enemy character. By conducting this process, as shown in FIG.64C to FIG. 67A, the last one enemy character can be displayed andcaused to appear on the lower display device 141. Upon finally defeatingthe last one enemy character, the bonus payout determined in the processat step S2415 is provided.

The predetermined credit determined in the process at step S2417 is apartial payout to be added in each of the plurality of attacks. It ispreferable that the predetermined credit is determined in accordancewith the bonus payout by a drawing process.

Next, the main CPU 71 determines whether or not a user has touched orslid the lower touch panel 141 a (step S2421). When the main CPU 71determines that a user has not touched or slid the lower touch panel 141a, the main CPU 71 returns the processing to step S2421.

When the main CPU 71 determines that a user has touched or slid thelower touch panel 141 a, the main CPU 71 determines whether or not thetouching or sliding is an appropriate input to the last enemy character(step S2423). The appropriate input is an input (touching) with whichthe last enemy character is stabbed or an input (sliding) with which thelast enemy character is slashed down.

When the main CPU 71 determines that the touching or sliding is not theappropriate input to the last enemy character, the main CPU 71 returnsthe processing to step S2417. By returning the processing to step S2417,a user can attack the last enemy character at a plurality of times,thereby allowing effects shown in FIG. 64C to FIG. 67A to be conducted.

When the main CPU 71 determines that the touching or sliding is theappropriate input to the last enemy character, the main CPU 71 adds thepredetermined credit determined in the process at step S2417 to thesecond obtained credit (step S2425). Thus, each time the appropriateinputting is conducted to the last enemy character, a part of the bonuspayouts divided in the process at step S2417, which is the predeterminedcredit, can be each gradually added.

Next, the main CPU 71 determines whether or not the second obtainedcredit has reached the bonus payout determined in the process at stepS2415 (step S2427).

When the main CPU 71 determines that the second obtained credit has notreached the bonus payout, the main CPU 71 returns the processing to stepS2417. Thus, the attacking can be repeated until a user finally defeatthe last one enemy character and the attacking can be conducted untilthe second obtained credit reaches the bonus payout.

As described above, in the process at step S2417, the bonus payout isdivided, and in the process at step S2425, only in the case where theappropriate inputting is conducted, each of the divided bonus payouts isadded. Therefore, in the case where the appropriate inputting is notconducted to the last enemy character in the process at step S2425, thepart of the divided bonus payouts (predetermined credit) is not added.Thus, by the process at step S2417, an opportunity at which a player canattack the enemy character until the second obtained credit reaches thebonus payout can be provided for a player, thereby allowing the bonuspayout determined in the process at step S2415 to be provided as thesecond obtained credit for sure.

When the main CPU 71 determines that the second obtained credit hasreached the bonus payout, a payout calculated by adding the firstobtained credit, the remaining credit, and the second obtained credit isprovided as a credit (step S2429), finishing this sub-routine.

As described above, the first obtained credit is the credit which can beobtained upon defeating each of the enemy characters appearing one afteranother. When a user cannot defeat any enemy character, the firstobtained credit is smaller than the payout credit. On the other hand,the second obtained credit is the credit which can be obtained upondefeating the last one enemy character. The attacking can be repeateduntil a user finally defeats the last one enemy character. Accordingly,the second obtained credit can be arranged to invariably match the bonuspayout.

In other words, equations of payout credit=first obtainedcredit+remaining credit; and bonus payout=second obtained credit result.

Since in the process at step S2429, the first obtained credit and theremaining credit are provided, in the process at step S2311 to S2327,even in the case where any enemy character which a user cannot defeat ispresent, the remaining credit is also included to be provided, and as aresult, the payout credit is provided.

As described above, upon finishing the attacking to the last enemycharacter, the remaining credit is settled to be paid out. Therefore, inthe case where a user cannot defeat all of the enemy characters and thefirst obtained credit does not match the payout credit which is a resultof the drawing process, the payout credit is finally provided, therebyallowing the result of the drawing process to be made consistenttherewith. Thus, even if any difference between an operation by a userand a result of an internal process occurs, consistency with the resultof the internal process can be finally made. In addition, upon finishingthe attacking to the last enemy character, the consistency is made,thereby allowing the processing to be conducted without making a playerfeel any unnaturalness.

In the above-described example, the case where upon finishing theattacking to the last enemy character, the remaining credit is settledis described. However, in the process at step S2425, when the part ofthe divided bonus payouts (predetermined credit) is added, the remainingcredit may be settled. In this case, the remaining credit may be settledeach time the part of the divided bonus payouts is added or may besettled at one time. In the case where the remaining credit is settledat a plurality of times, it is only required for a number of theplurality of times to be determined based on a number of times at whichthe bonus payout is divided. For example, the number of the plurality oftimes can be a number of times which is equal to or less than the numberof times at which the bonus payout is divided.

<Battle Bonus Process>

Each of FIG. 25 to FIG. 31 is a flowchart of a battle bonus process in aslot machine 10 according to the present embodiment.

As shown in FIG. 76A to FIG. 95D, a battle bonus game is a game in whichan ally character and an enemy character and six cards are displayed ona lower display device 141 (lower liquid crystal panel 141 b). A playerselects one card from among the six cards and performs an attackassociated with the selected card to either of the ally character or theenemy character, thereby causing the game to proceed. The ally characteris a character of a player side.

There are four kinds of enemy characters: a common foot soldier, asamurai, a shogun, and a dark shogun. The ally character has aone-to-one battle with any one of these common foot soldier, samurai,shogun, and dark shogun. When a physical strength of the enemy characterfirst comes to be zero, the battle results in winning of the allycharacter (player), and when a physical strength of the ally characterfirst comes to be zero, the battle results in losing of the allycharacter (player).

When the ally character (player) wins, a bonus payout can be obtained,and the enemy character is changed as in the order, common footsoldier→samurai→shogun→dark shogun, and the ally character can winthrough in a knockout manner. FIG. 76C to FIG. 82A show images, in eachof which the ally character has a battle with the common foot soldier;FIG. 82B to FIG. 85A show images, in each of which the ally characterhas a battle with the samurai; FIG. 85B to FIG. 89D show images, in eachof which the ally character has a battle with the shogun; and FIG. 91Ato FIG. 95B show images, in each of which the ally character has abattle with the dark shogun.

First, the main CPU 71 sets the common foot soldier as an enemycharacter (step S2511). As described above, each time the ally characterknocks out the enemy character, the enemy character is changed from“common foot soldier”, then “samurai”, then “shogun”, and then “darkshogun”. First, the ally character has the battle with the common footsoldier.

Next, the main CPU 71 displays a battle initial screen (step S2513).This displaying allows a player to visually recognize that the battlebonus game is initiated.

Next, the main CPU 71 sets a physical strength of the ally character to10 (step S2515).

Next, the main CPU 71 sets a physical strength of the enemy character to10 (step S2517).

In this way, each of the physical strength of the ally character and thephysical strength of the enemy character is set to the same fixed valueof 10. However, the physical strength of the ally character and thephysical strength of the enemy character may be set to values which aredifferent from each other. In addition, the physical strength of theally character and the physical strength of the enemy character may bedetermined by a drawing process or the like.

Next, the main CPU 71 determines whether or not the enemy character isthe common foot soldier and a current battle is an initial battle (stepS2519).

When the main CPU 71 determines that the enemy character is the commonfoot soldier and the current battle is the initial battle, withreference to a table for the common foot soldier in the initial battle,the main CPU 71 determines contents of the six cards (step S2521).

FIG. 45A shows the table for the common foot soldier in the initialbattle. As shown in FIG. 45A, in ID=1, a player attacks and a physicalstrength is one; in ID=2, a player attacks and a physical strength istwo; in ID=3, a player attacks and a physical strength is two; in ID=4,a player attacks and a physical strength is three; in ID=5, a playerattacks and a physical strength is three; and in ID=6, a player attacksand a physical strength is four. As described above, a number of cardswith which the ally character can attack is six and a number of cardswith which the enemy character can attack is zero.

In a pattern of a player's attack, the ally character attacks the enemycharacter. A value of the physical strength is a value which candecrease a physical strength of the opponent, and in accordance with anincrease in the physical strength, the physical strength of the opponentwhich can be decreased becomes larger.

As shown in FIG. 45A, when the enemy character is the common footsoldier and the current battle is the initial battle, the ally characterinvariably can attack the enemy character, and it does not occur thatthe ally character is attacked by the enemy character.

Next, when the main CPU 71 determines that the enemy character is thecommon foot soldier and the current battle is not the initial battle,the main CPU 71 determines whether or not the enemy character is thecommon foot soldier (step S2523).

When the main CPU 71 determines that the enemy character is the commonfoot soldier, with reference to a table for the common foot soldier inthe second battle or battles subsequent thereto, the main CPU 71determines contents of the six cards (step S2525).

FIG. 45B shows an example of a table for the common foot soldier in thesecond battle and battles subsequent thereto. As shown in FIG. 45B, inID=1, a player attacks and a physical strength is one; in ID=2, a playerattacks and a physical strength is two; in ID=3, a player attacks and aphysical strength is three; in ID=4, a player attacks and a physicalstrength is four; in ID=5, the enemy attacks and a physical strength istwo; and in ID=6, the enemy attacks and a physical strength is four. Asdescribed above, a number of cards with which the ally character canattack is four and a number of cards with which the enemy character canattack is two.

As shown in FIG. 45B, the enemy character is the common foot soldier andin the second battle and the battles subsequent thereto, there is thecase where the enemy attacks and the ally character is attacked by theenemy character. A value of the physical strength of the enemy's attackis a value which can decrease the physical strength of the allycharacter, and in accordance with an increase in the physical strength,the physical strength of the ally character which can be decreasedbecomes larger.

Next, when the main CPU 71 determines that the enemy character is notthe common foot soldier, the main CPU 71 determines whether or not theenemy character is the samurai (step S2527).

When the main CPU 71 determines that the enemy character is the samurai,with reference to a table for the samurai, the main CPU 71 determinescontents of the six cards (step S2529).

FIG. 46 shows an example of the table for the samurai. As shown in FIG.46, in ID=1, a player attacks and a physical strength is one; in ID=2, aplayer attacks and a physical strength is two; in ID=3, a player attacksand a physical strength is three; in ID=4, a player attacks and aphysical strength is four; in ID=5, the enemy attacks and a physicalstrength is two; and in ID=6, the enemy attacks and a physical strengthis four. As described above, a number of cards with which the allycharacter can attack is four and a number of cards with which the enemycharacter can attack is two.

Next, when the main CPU 71 determines that the enemy character is notthe samurai, the main CPU 71 determines whether or not the enemycharacter is the shogun (step S2531).

When the main CPU 71 determines that the enemy character is the shogun,with reference to a table for the shogun, the main CPU 71 determinescontents of the six cards (step S2533).

FIG. 47 shows an example of the table for the shogun. As shown in FIG.47, in ID=1, a player attacks and a physical strength is one; in ID=2, aplayer attacks and a physical strength is three; in ID=3, a playerattacks and a physical strength is five; in ID=4, the enemy attacks anda physical strength is two; in ID=5, the enemy attacks and a physicalstrength is three; and in ID=6, the enemy attacks and a physicalstrength is four. As described above, a number of cards with which theally character can attack is three and a number of cards with which theenemy character can attack is three. When the enemy character becomesthe shogun, a half of the six cards are the cards, with each of whichthe ally character attacks, and the remaining half thereof are thecards, with each of which the enemy character attacks.

Next, when the main CPU 71 determines that the enemy character is notthe shogun, with reference to a table for the dark shogun, the main CPU71 determines contents of the six cards (step S2535).

FIG. 48 shows an example of the table for the dark shogun. As shown inFIG. 48, in ID=1, a player attacks and a physical strength is one; inID=2, a player attacks and a physical strength is three; in ID=3, aplayer attacks and a physical strength is five; in ID=4, the enemyattacks and a physical strength is two; in ID=5, the enemy attacks and aphysical strength is three; and in ID=6, the enemy attacks and aphysical strength is five. As described above, a number of cards withwhich the ally character can attack is three and a number of cards withwhich the enemy character can attack is three. When the enemy characterbecomes the dark shogun, a half of the six cards are the cards, witheach of which the ally character attacks, and the remaining half thereofare the cards, with each of which the enemy character attacks. Further,as with the card in ID=6, the physical strength of the enemy's attackbecomes large.

As shown in FIG. 45A and FIG. 45B to FIG. 48, each of the six cards is acard for displaying information pertinent to the character of theattacking side and a damage force.

Next, the main CPU 71 displays a battle initiation screen (step S2611).This screen allows the enemy character with which the ally character hasa battle to be introduced.

Next, the main CPU 71 displays the six cards (step S2613). At this pointin time, the displaying is conducted so as not to allow a player tovisually recognize contents of the six cards.

Next, the main CPU 71 determines whether or not a user has touched thelower touch panel 141 a (step S2615). In this determination process, itis determined whether or not a user has touched the lower touch panel141 a and has thereby selected one card from among the six cards. Whenthe main CPU 71 determines that a user has not touched the lower touchpanel 141 a, the main CPU 71 returns the processing to step S2615.

Next, the main CPU 71 displays the six cards so as to allow a player tovisually recognize the contents of the six cards (step S2616).

Next, the main CPU 71 determines whether or not the card touched by auser is the card with which the ally character attacks (step S2617).

When the main CPU 71 determines that the card touched by a user is anycard with which the ally character attacks, the main CPU 71 invokes andexecutes a sub-routine of the later-described ally character attackpattern determination process (step S2711).

Next, the main CPU 71 displays a screen in which the ally characterattacks the enemy character in the attack pattern determined in theprocess at step S2711 (step S2713). A numerical value indicating apayout determined in accordance with the attack (refer to FIG. 50 andFIG. 51) is displayed so as to be superimposed.

Next, the main CPU 71 subtracts a physical strength of the selected cardfrom a physical strength of the enemy character (step S2715).

Next, the main CPU 71 determines whether or not a physical strength ofthe enemy character is zero (step S2717).

When the main CPU 71 determines that the physical strength of the enemycharacter is not zero, the main CPU 71 returns the processing to stepS2519. Since the physical strength of the enemy character is not zero,the battle with the same enemy character is continued.

When the main CPU 71 determines that the physical strength of the enemycharacter is zero, main CPU 71 makes addition of a payout associatedwith each of the enemy characters (step S2719). In other words, when theally character defeats the enemy character, a winning bonus credit isadded. Upon defeating the common foot soldier, a winning bonus credit is250; upon defeating the samurai, a winning bonus credit is 500; upondefeating the shogun, a winning bonus credit is 1000; and upon defeatingthe dark shogun, a winning bonus credit is 2000.

Next, the main CPU 71 determines whether or not the enemy character isthe dark shogun (step S2721).

When the main CPU 71 determines that the enemy character is not the darkshogun, the main CPU 71 selects a next enemy character (step S2723) andreturns the processing to step S2513. Specifically, when the enemycharacter is the common foot soldier, the samurai is selected, and theenemy character is the samurai, the shogun is selected, and when theenemy character is the shogun, the dark shogun is selected.

When in the determination process at step S2617 in FIG. 26, the main CPU71 determines that the card touched by a user is not the card with whichthe ally character attacks, the main CPU 71 determines whether or notthe card touched by a user is the card with which the enemy characterattacks (step S2619).

When the main CPU 71 determines that the card touched by a user is thecard with which the enemy character attacks, the main CPU 71 invokes andexecutes a sub-routine of the later-described enemy character attackpattern determination process (step S2811).

Next, the main CPU 71 displays a screen in which the enemy characterattacks the ally character in the attack pattern determined in theprocess at step S2811 (step S2813). A numerical value (refer to FIG. 50and FIG. 51) indicating a payout determined in accordance with theattack is displayed so as to be superimposed.

Next, the main CPU 71 subtracts a physical strength of the selected cardfrom the physical strength of the ally character(step S2815).

Next, the main CPU 71 determines whether or not the physical strength ofthe ally character is zero (step S2817).

When the main CPU 71 determines that the physical strength of the allycharacter is not zero, the main CPU 71 returns the processing to stepS2519. Since the physical strength of the ally character is not zero,the battle with the same enemy character is continued.

When in the determination process at step S2619, the main CPU 71determines that the card touched by a user is not the card with whichthe enemy character attacks; when in the determination process at stepS2721, the main CPU 71 determines that the enemy character is the darkshogun; and when in the determination process at step S2817, the mainCPU 71 determines that the physical strength of the ally character iszero, the main CPU 71 displays a screen for finishing the battle (stepS2621), finishing this sub-routine.

As described above, since the game can be caused to proceed by thecontents of the attack assigned to the card selected by a player, a gamein which a player's intention is reflected can be realized, therebyallowing a player to actively participate in the progress of the game.

<Ally Character Attack Pattern Determination Process>

FIG. 29 is a flowchart of an ally character attack pattern determinationprocess in a slot machine 10 according to the present embodiment

First, the main CPU 71 extracts random number values for attack patterndetermination (step S2911).

Next, the main CPU 71 determines whether or not a current battle is abattle in which a physical strength of an enemy character comes to bezero (step S2913).

When the main CPU 71 determines that the current battle is the battle inwhich the physical strength of the enemy character comes to be zero,with reference to an attack pattern determination table A, the main CPU71 determines an attack pattern (step S2915).

The attack pattern determination table A is used in the battle in whichthe physical strength of the enemy character comes to be zero. FIG. 49shows the attack pattern determination table A. When the physicalstrength is one, one attack is selected from among single attacks S1 toS3 and a single attack S. When the physical strength is two, one attackis selected from among single attacks S and M and a combo C3-continuous-attack combo. When the physical strength is three, oneattack is selected from among single attacks M and L and a combo A5-continuous-attack combo. When the physical strength is four, oneattack is selected from among a single attack L and a combo B7-continuous-attack combo. When the physical strength is five, oneattack is selected from among a combo A 10-continuous-attack combo, acombo B 10-continuous-attack combo, and a combo C 10-continuous-attackcombo.

Each of the single attacks is an attack which is finished after theenemy character is attacked only once. Each of the combos is an attackwhich is finished after the enemy character is attacked at a pluralityof times, whose number is 0 to 10.

When the main CPU 71 determines that the current battle is not thebattle in which the physical strength of the enemy character comes to bezero, with reference to an attack pattern determination table B, themain CPU 71 determines an attack pattern (step S2917).

The attack pattern determination table B is used in the battle in whichthe physical strength of the enemy character does not come to be zero.FIG. 50 shows the attack pattern determination table B. When thephysical strength is one, one attack is selected from among the singleattacks S1 to S3, a combo A 1-continuous-attack combo, a combo A2-continuous-attack combo, a combo B 1-continuous-attack combo, a comboB 2-continuous-attack combo, a combo C 1-continuous-attack combo, and acombo C 2-continuous-attack combo. When the physical strength is two,one attack is selected from among the single attack S, a combo A3-continuous-attack combo, a combo A 4-continuous-attack combo, a comboB 3-continuous-attack combo, a combo B 4-continuous-attack combo, thecombo C 3-continuous-attack combo, and a combo C 4-continuous-attackcombo. When the physical strength is three, one attack is selected fromamong the single attack M, the combo A 5-continuous-attack combo, acombo A 6-continuous-attack combo, a combo B 5-continuous-attack combo,a combo B 6-continuous-attack combo, a combo C 5-continuous-attackcombo, and a combo C 6-continuous-attack combo. When the physicalstrength is four, one attack is selected from among the single attack L,a combo A 7-continuous-attack combo, a combo A 8-continuous-attackcombo, the combo B 7-continuous-attack combo, a combo B8-continuous-attack combo, a combo C 7-continuous-attack combo, and acombo C 8-continuous-attack combo. When the physical strength is five,one attack is selected from among the combo A 10-continuous-attackcombo, the combo B 10-continuous-attack combo, and the combo C10-continuous-attack combo.

After executing the process at step S2915 or step S2917, the main CPU 71determines a payout based on an attack pattern corresponding payouttable (step S2919). The determined payout is displayed in the process atstep S2713 or step S2813.

FIG. 51 to FIG. 52 show the attack pattern corresponding payout table.Payouts are defined with respect to the single attacks S1 to S3, thesingle attacks S, M, and L, the combo A 0-continuous-attack combo to A10-continuous-attack combo, the combo B 0-continuous-attack combo to B10-continuous-attack combo, and the combo C 0-continuous-attack combo toC 10-continuous-attack combo. With respect to the 1-continuous-attackcombo to 10-continuous-attack combo of each of the combos A to C,payouts are defined, respectively. When the ally character attacks theenemy character, each payout defined in the attack pattern correspondingpayout table is displayed. Upon finishing all of the attacks in thatbattle, a total payout in FIG. 51 to FIG. 52 is displayed.

The main CPU 71 adds the determined payout (step S2921), finishing thissub-routine.

<Enemy Character Attack Pattern Determination Process>

FIG. 30 is a flowchart of an enemy character attack patterndetermination process in a slot machine 10 according to the presentembodiment.

First, the main CPU 71 determines whether or not an enemy character is acommon foot soldier (step S3011).

When the main CPU 71 determines that the enemy character is the commonfoot soldier, the main CPU 71 invokes and executes a sub-routine of anattack pattern selection process shown in FIG. 31 (step S3013),finishing this sub-routine.

When the main CPU 71 determines that the enemy character is not thecommon foot soldier, the main CPU 71 determines whether or not the enemycharacter is a samurai (step S3015).

When the main CPU 71 determines that the enemy character is the samurai,the main CPU 71 invokes and executes the sub-routine of the attackpattern selection process shown in FIG. 31 (step S3017), finishing thissub-routine.

When the main CPU 71 determines that the enemy character is not thesamurai, the main CPU 71 determines whether or not the enemy characteris a shogun (step S3019).

When the main CPU 71 determines that the enemy character is the shogun,the main CPU 71 invokes and executes the sub-routine of the attackpattern selection process shown in FIG. 31 (step S3021), finishing thissub-routine.

When the main CPU 71 determines that the enemy character is not theshogun, the main CPU 71 determines that the enemy character is a darkshogun and invokes and executes the sub-routine of the attack patternselection process shown in FIG. 31 (step S3023), finishing thissub-routine.

<Attack Pattern Selection Process>

FIG. 31 is a flowchart of the attack pattern selection process in a slotmachine 10 according to the present embodiment. FIG. 53 is a tableshowing attack patterns of enemy characters. The below-described processis executed based on the attack patterns of the enemy characters shownin FIG. 53.

First, the main CPU 71 determines whether or not a physical strength is1 to 3 (step S3111).

When the main CPU 71 determines that the physical strength is 1 to 3,the main CPU 71 selects a weak attack pattern (step S3113), finishingthis sub-routine.

When the main CPU 71 determines that the physical strength is not 1 to3, the main CPU 71 selects a strong attack pattern (step S3115),finishing this sub-routine.

<Free Game Mode Process>

FIG. 32 is a flowchart of a free game mode process in a slot machine 10according to the present embodiment. In a free game in the presentembodiment, as in the game in the base game mode, a slot game (unitgame) is conducted. In the game in the free game mode, a slot game (unitgame) can be initiated without placing any bet.

In the free game mode in the present embodiment, free game modededicated reel strips are used (FIG. 12 to FIG. 14). In a unit gamewhich can be initially played at eight times, when three symbols ofBONUS have appeared, a retrigger is established and eight unit games areadded.

In the free game mode, a WILD expand or a WILD scatter selectivelyoccurs. The WILD expand or the WILD scatter occurs when to-be stoppedsymbols satisfy a predetermined condition. Specifically, when no symbolsof BONUS appear on video reels 3 b, 3 c, and 3 d, the WILD expand or theWILD scatter is determined by a drawing process. The contents of theWILD expand and the WILD scatter will be described later.

First, the main CPU 71 sets a number of games to eight (step S3211).

Next, the main CPU 71 executes upon-free-game-initiation effects (stepS3213). This allows a player to visually recognize that the free gamemode is initiated.

Next, the main CPU 71 conducts an at-one-game-termination initializationprocess (step S3215). For example, data that becomes unnecessary aftereach game in a working areas of a RAM 73, such as the symbols determinedby a drawing, is cleared.

Next, the main CPU 71 invokes and executes a sub-routine of a free gamemode symbol drawing process shown in FIG. 33 (step S3217). By thisprocess, to-be stopped symbols are determined based on random numbervalues for symbol determination.

Specifically, the main CPU 71 extracts five first to fifth random numbervalues for the symbol determination. Next, the main CPU 71 determines ato-be stopped symbol of the first video reel 3 a by the first randomnumber value; determines a to-be stopped symbol of the second video reel3 b by the second random number value; determines a to-be stopped symbolof the third video reel 3 c by the third random number value; determinesa to-be stopped symbol of the fourth video reel 3 d by the fourth randomnumber value; and determines a to-be stopped symbol of the fifth videoreel 3 e by the fifth random number value. The determined to-be stoppedsymbols of the five video reels 3 a to 3 e are stored in a symbolstorage area provided in the RAM 73.

Next, the main CPU 71 conducts an effect contents start process (stepS3219). In the process at step S3219, the main CPU 71 extracts randomnumber values for effect determination, determines any of apredetermined plurality of effect contents by a drawing, and executesthe effect contents at the timing of the determined effect contents. Forexample, the main CPU 71 displays video for effects on an upper displaydevice 131, outputs audio from a loudspeaker 112, lights a lamp 111, andperforms the control, for example, by subjecting these to effectprocesses.

Next, the main CPU 71 conducts a free game mode symbol display controlprocess shown in FIG. 35 (step S3221). In this process, scrolling offive video reels 3 a to 3 e (five reel strips) is started, and the to-bestopped symbols determined in the symbol drawing process at step S3217are stopped in predetermined positions.

Next, the main CPU 71 conducts a to-be-paid-out number determinationprocess shown in FIG. 19 (step S3223). In this process, it is determinedfrom the five to-be-stopped symbols stored in the symbol storage area bythe free game mode symbol drawing process whether or not a winningpattern in the payout table (refer to FIG. 8) is established. Ato-be-paid-out number based on the payout table (refer to FIG. 8) inaccordance with the winning pattern is determined and is stored in ato-be-paid-out number storage area (to-be-paid-out number counter)provided in the RAM 73.

Next, the main CPU 71 subtracts one from a number of games (step S3225).

Next, the main CPU 71 determines whether or not the free game mode isretriggered (step S3227). Specifically, the main CPU 71 determineswhether or not a winning pattern by symbols of F_BONUS is established.

When the main CPU 71 determines that the retrigger of the free game modeis established, the main CPU 71 adds eight to the number of games (stepS3229) and returns the processing to step S3215.

When the main CPU 71 determines that the retrigger of the free game modeis not established, the main CPU 71 determines whether or not the numberof games is larger than zero (step S3231).

When the main CPU 71 determines that the number of games is larger thanzero, the main CPU 71 returns the processing to step S3215.

When the main CPU 71 determines that the number of games is less than orequal to zero, the main CPU 71 finishes this sub-routine.

<Free Game Mode Symbol Drawing Process>

FIG. 33 is a flowchart of a free game mode symbol drawing process in aslot machine 10 according to the present embodiment.

First, the main CPU 71 extracts five random number values for symboldetermination (step S3311). Next, with reference to a symboldetermination table, the main CPU 71 determines to-be stopped symbols offive video reels 3 a to 3 e from the five random number values by adrawing (step S3313).

In the process at step S3313, with reference to the symbol determinationtable, the five to-be-stopped symbols are determined. In the presentembodiment, the symbol determination table is the free game mode symboldetermination table and the table shown in FIG. 12 to FIG. 14.

In other words, the main CPU 71 extracts the five random number valuesfor the symbol determination and with reference to the free game modesymbol determination table shown in FIG. 12 to FIG. 14, the main CPU 71determines one symbol as the to-be stopped symbol with respect to eachof the five video reels 3 a to 3 e. In the present embodiment, each ofthe five to-be-stopped symbols is determined at an equal probability.

By conducting the process at step S3313, the five to-be-stopped symbolsrespectively corresponding to the five video reels 3 a to 3 e aredetermined. The stopping of the five video reels 3 a to 3 e iscontrolled such that the determined five to-be-stopped symbols stop inan uppermost row of a symbol matrix (uppermost row of a symbol displayregion 141 d) (refer to step S3515 in FIG. 35).

Next, the main CPU 71 stores the determined to-be stopped symbols of thefive video reels 3 a to 3 e in a symbol storage area provided in a RAM73 (step S3315).

Next, the main CPU 71 determines whether or not symbols of BONUS appearon three video reels 3 b, 3 c, and 3 d (step S3317).

When the main CPU 71 determines that the symbols of BONUS appear on thethree video reels 3 b, 3 c, and 3 d, the main CPU 71 finishes thissub-routine.

When in the determination process at step S3317, the main CPU 71determines that the symbols of BONUS do not appear on the three videoreels 3 b, 3 c, and 3 d, the main CPU 71 invokes and executes asub-routine of a WILD effect process shown in FIG. 34 (step S3319),finishing this sub-routine.

<WILD Effect Process>

FIG. 34 is a flowchart of a WILD effect process in a slot machine 10according to the present embodiment. As described above, when as aresult of the execution of the free game mode symbol drawing process,symbols of BONUS do not appear on three video reels 3 b, 3 c, and 3 d,this sub-routine is executed.

First, the main CPU 71 extracts random number values for WILD effectgeneration (step S3411).

Next, with reference to a WILD effect generation table, the main CPU 71determines WILD effects (step S3413).

FIG. 54 is the WILD effect generation table. A weight with which no WILDeffects are generated is 19; a weight with which WILD expand effects aregenerated is 15; and a weight with which WILD scatter effects aregenerated is 17.

Next, the main CPU 71 determines whether or not a WILD expand occurs(step S3415).

Next, when the main CPU 71 determines that the WILD expand occurs, themain CPU 71 extracts random number values for the WILD expand (stepS3417).

Next, with reference to a WILD expand table, the main CPU 71 determinesreels (step S3419), finishing this sub-routine.

FIG. 55 is the WILD expand table. In FIG. 55, WI indicates a reel whichis changed to the WILD expand and ¥WI indicates which is not changed tothe WILD expand. By conducting the drawing process at step S3419, anyone of ID=0 to 24 is determined. For example, when ID=11 is determinedby the drawing process at step S3419, since ¥WI, ¥WI, WI, ¥WI, and WIare determined, the video reel 3 a is not changed to the WILD expand,the video reel 3 b is not changed to the WILD expand, the video reel 3 cis changed to the WILD expand, the video reel 3 d is not changed to theWILD expand, and the video reel 3 e is changed to the WILD expand.

When each of the reels is changed to the WILD expand, all of the symbolsof that reel are changed to symbols of WILD. In other words, foursymbols in an uppermost row (first row), an upper middle row (secondrow), a lower middle row (third row), and a lowermost row (fourth row)are changed to the symbols of WILD. For example, when the video reel 3 bis changed to the WILD expand, all of four symbols in an uppermost row,an upper middle row, a lower middle row, and a lowermost row of thevideo reel 3 b are changed to the symbols of WILD, and the symbols ofWILD are replaced with other symbols so as to establish an advantageouswinning pattern, thereby determining a payout.

Next, when in the determination process at step S3415, the main CPU 71determines that the WILD expand does not occur, the main CPU 71determines whether or not a WILD scatter occurs (step S3420).

When the main CPU 71 determines that the WILD scatter does not occur,the main CPU 71 finishes this sub-routine.

When the main CPU 71 determines that the WILD scatter occurs, the mainCPU 71 determines whether or not the symbols of WILD appear on the videoreel 3 c (step S3421).

When the main CPU 71 determines that the symbols of WILD appear on thevideo reel 3 c, the main CPU 71 finishes this sub-routine.

When the main CPU 71 determines that the symbols of WILD do not appearon the video reel 3 c, the main CPU 71 extracts random number values forthe WILD scatter (step S3423).

Next, with reference to a WILD scatter table, the main CPU 71 determinesa number of symbols of WILD (step S3425), finishing this sub-routine.

FIG. 56 is the WILD scatter table. A weight with which three symbols arechanged to the symbols of WILD is 10; a weight with which four symbolsare changed to the symbols of WILD is 22; a weight with which fivesymbols are changed to the symbols of WILD is 34; a weight with whichsix symbols are changed to the symbols of WILD is 18; a weight withwhich seven symbols are changed to the symbols of WILD is 10; a weightwith which eight symbols are changed to the symbols of WILD is 4; aweight with which nine symbols are changed to the symbols of WILD isone; and a weight with which 10 symbols are changed to the symbols ofWILD is one.

As described later, a position of each of the symbols which are changedto the symbols of WILD is determined at an equal probability. In otherwords, in accordance with the number of symbols, which are changed tothe symbols of WILD, among 20 stop positions 28 (5 reels×4 rows) in asymbol display region 141 d, each of stop positions 28 of the symbols isdetermined at the equal probability.

<Free Game Mode Symbol Display Control Process>

FIG. 35 is a flowchart of a free game mode symbol display controlprocess in a slot machine 10 according to the present embodiment.

First, the main CPU 71 starts scrolling of five video reels 3 a to 3 e(step S3511).

Next, the main CPU 71 determines whether or not a WILD expand occurs(step S3513).

When the main CPU 71 determines that no WILD expand occurs, the main CPU71 stops a predetermined video reel based on a symbol storage area (stepS3515).

The main CPU 71 determines whether or not all of the video reels 3 a to3 e are stopped (step S3517).

When the main CPU 71 determines that all of the video reels 3 a to 3 eare not stopped, the main CPU 71 returns the processing to step S3515.

When the main CPU 71 determines that all of the video reels 3 a to 3 eare stopped, the main CPU 71 determines whether or not a WILD scatteroccurs (step S3519).

When the main CPU 71 determines that the WILD scatter occurs, the mainCPU 71 invokes and executes a sub-routine of a WILD scatter process inFIG. 37 (step S3521), finishing this sub-routine. On the other hand,when the main CPU 71 determines that no WILD scatter occurs, the mainCPU 71 immediately finishes this sub-routine.

When in the determination process at step S3513, the main CPU 71determines that the WILD expand occurs, the main CPU 71 invokes andexecutes a sub-routine of a WILD expand process in FIG. 36 (step S3523),finishing this sub-routine.

<WILD Expand Process>

FIG. 36 is a flowchart of a WILD expand process in a slot machine 10according to the present embodiment.

First, the main CPU 71 displays an image in which a ninja appears alonga video reel 3 c (step S3611).

Next, The main CPU 71 displays an image in which ninjas appear alongvideo reels 3 a to 3 e (step S3613).

Next, the main CPU 71 displays an image in which a ninja appears on avideo reel on which symbols of WILD appear (step S3615).

Next, the main CPU 71 displays the symbols of WILD in a stopped manneron the video reel on which the symbols of WILD appear (step S3617).

Next, based on a symbol storage area, the main CPU 71 displays theremaining video reels in the stopped manner (step S3619), finishing thissub-routine.

<WILD Scatter Process>

FIG. 37 is a flowchart of a WILD scatter process in a slot machine 10according to the present embodiment.

First, in accordance with a number of symbols of WILD, the main CPU 71determines positions in which the symbols of WILD are displayed byconducting a drawing process (step S3711). By conducting this process,in accordance with the number of symbols, which are changed to thesymbols of WILD, among 20 stop positions 28 (5 reels×4 rows) in a symboldisplay region 141 d, each of stop positions 28 of the symbols isdetermined at an equal probability.

Next, the main CPU 71 displays an image in which changing to the symbolsof WILD is conducted (step S3713), finishing this sub-routine.

<Pick Bonus Process>

FIG. 38 is a flowchart of a pick bonus process in a slot machine 10according to the present embodiment.

A pick game is constituted of games at a total of seven stages. A playerselects one choice from among a plurality of choices in each of thegames at the stages. In the plurality of choices, there are a “creditpayout” and “END”.

When a player selects a “credit payout”, a player obtains the creditpayout and can proceed to a game at the next stage. When a playerselects “END”, the pick bonus game is finished.

In a game at the final stage 7, there is no END, and a larger creditthan in each of the games at the stages preceding the stage 7 can beobtained. Upon finishing the selection in the game at the stage 7, thepick bonus game is finished.

A credit which is calculated by multiplying the payout by the number ofBETs per line is provided for a player.

First, the main CPU 71 displays a pick bonus initial screen (stepS3811).

Next, the main CPU 71 initializes stage No., for example, sets to 1(step S3813).

Next, the main CPU 71 determines whether or not the stage No. is 7 (stepS3815).

When the main CPU 71 determines that the stage No. is 7, the main CPU 71sets a number of picks to 5 (step S3817).

When the main CPU 71 determines that the stage No. is not 7, the mainCPU 71 determines as a number of picks a value calculated by subtractingthe stage No. from 8 (step S3819).

Next, after executing the process at step S3817 or step S3819, the mainCPU 71 assigns a payout in accordance with the number of picks (stepS3821).

FIG. 57A is a table showing contents of choices available when a stageNo. is 1. There are a total of seven choices, and in a process at stepS3825, an image for picking in which the corresponding the seven choicesare shown is displayed. A payout of ID=1 is 200; a payout of ID=2 is150; a payout of ID=3 is 120; a payout of ID=4 is 100; a payout of ID=5is 80; a payout of ID=6 is 60; and a payout of ID=7 is 50. The sevenchoices are randomly assigned to the image for picking by a drawingprocess. In a game played when the stage No. is 1, there is no END, apayout is invariably provided, a player can proceed to a game at stage2.

FIG. 57B is a table showing contents of choices available when a stageNo. is 2. There are a total of six choices, and in the process at stepS3825, an image for picking in which the corresponding the six choicesare shown is displayed. A payout of ID=1 is 200; a payout of ID=2 is150; a payout of ID=3 is 120; a payout of ID=4 is 100; a payout of ID=5is 80; and the content of ID=6 is END. The six choices are randomlyassigned to the image for picking by the drawing process. In a gameplayed when the stage No. is 2, there is END, and when a player selectsthe END, the pick bonus game is finished.

FIG. 57C is a table showing contents of choices available when a stageNo. is 3. There are a total of five choices, and in the process at stepS3825, an image for picking in which the corresponding the five choicesare shown is displayed. A payout of ID=1 is 200; a payout of ID=2 is150; a payout of ID=3 is 120; a payout of ID=4 is 100; and the contentof ID=5 is END. The five choices are randomly assigned to the image forpicking by the drawing process. In a game played when the stage No. is3, there is END, and when a player selects the END, the pick bonus gameis finished.

FIG. 58A is a table showing contents of choices available when a stageNo. is 4. There are a total of four choices, and in the process at stepS3825, an image for picking in which the corresponding the four choicesare shown is displayed. A payout of ID=1 is 250; a payout of ID=2 is200; a payout of ID=3 is 150; and the content of ID=4 is END. The fourchoices are randomly assigned to the image for picking by the drawingprocess. In a game played when the stage No. is 4, there is END, andwhen a player selects the END, the pick bonus game is finished. Each ofthe payouts in the games at stage No. 4 and at the stages subsequentthereto is set to be larger than each of those at stage Nos. precedingstage No. 4.

FIG. 58B is a table showing contents of choices available when a stageNo. is 5. There are a total of three choices, and in the process at stepS3825, an image for picking in which the corresponding the three choicesare shown is displayed. A payout of ID=1 is 250; a payout of ID=2 is200; and the content of ID=3 is END. The three choices are randomlyassigned to the image for picking by the drawing process. In a gameplayed when the stage No. is 5, there is END, and when a player selectsthe END, the pick bonus game is finished.

FIG. 58C is a table showing contents of choices available when a stageNo. is 6. There are a total of two choices, and in the process at stepS3825, an image for picking in which the corresponding the two choicesare shown is displayed. A payout of ID=1 is 250; and the content of ID=2is END. In a game played when the stage No. is 6, there is END, and whena player selects the END, the pick bonus game is finished.

FIG. 58D is a table showing contents of choices available when a stageNo. is 7. There are a total of five choices, and in the process at stepS3825, an image for picking in which the corresponding the five choicesare shown is displayed. A payout of ID=1 is 2000; a payout of ID=2 is1000; a payout of ID=3 is 800; a payout of ID=4 is 600; and a payout ofID=5 is 500. The five choices are randomly assigned to the image forpicking by the drawing process. In a game played when the stage No. is7, there is no END, and a payout is invariably provided. Each of thepayouts in the game played when the stage No. is 7 is set to be largerthan each of those in the games at stage Nos. preceding the stage No. 7.

Next, the main CPU 71 displays a pick bonus initiation screen (stepS3823).

Next, the main CPU 71 displays the image for picking, in which thechoices are shown, in accordance with the number of picks (step S3825).For example, when stage No. is 5, an image for picking in which threesamurai characters are shown is displayed.

Next, the main CPU 71 determines whether or not a user has made aselection on the image for picking by touching a lower touch panel 141 a(step S3827). When the main CPU 71 determines that a user has not madethe selection on the image for picking by touching the lower touch panel141 a, the main CPU 71 returns the processing to step S3827.

When the main CPU 71 determines that a user has made the selection onthe image for picking by touching the lower touch panel 141 a, the mainCPU 71 determines whether or not the choice selected by a user is END(step S3829).

When the main CPU 71 determines that the choice selected by a user isthe END, the main CPU 71 finishes this sub-routine.

When the main CPU 71 determines that the choice selected by a user isnot the END, the main CPU 71 adds a payout in accordance with the choiceselected by a user (step S2831).

Next, the main CPU 71 adds 1 to the stage No. (step S2833) and returnsthe processing to step S3815.

<<Example of Effect Screen>>

Each of FIG. 59A to FIG. 95D is a diagram illustrating an image of oneexample of effects. Each of an image shown in each of FIG. 59A to FIG.95D is displayed on a lower display device 141.

As shown in each of FIG. 59A to FIG. 95D, in a left upper portion, thelatest numerical values of CREDIT and BET are displayed, and in a rightupper portion, the latest numerical value of WIN is displayed. As a gameproceeds, the numerical values are changed, thereby updating thenumerical values.

<Example of Image Displayed Before Wheel Drawing Process Is Started>

Each of FIG. 59A to FIG. 60D is a diagram illustrating an example of animage displayed before a wheel drawing process is started.

As shown in FIG. 59A, symbols of BONUS are displayed in a stopped manneron video reels 3 a, 3 c, and 3 e, and the three symbols of BONUS therebyappear, thereby establishing a feature game trigger.

When in a determination process at step S1525, the feature game triggeris established, a wheel drawing process is executed.

As shown in FIG. 59B, upon executing the wheel drawing process, letters“NINJA WHEEL BONUS” and an image of a ninja character are displayed on alower display device 141.

Next, as shown in FIG. 59C, letters “SPIN THE WHEEL” and “TOUCH &SLIDE”, an image of an upward arrow, an image of a ninja star aredisplayed on the lower display device 141.

As shown in FIG. 59D to FIG. 60C, by touching and sliding the displayedninja star (lower touch panel 141 a), a player can freely move the ninjastar within a screen of the lower display device 141. The ninja starrotates while moving.

As shown in FIG. 60D, when the finger of a player is lifted from theninja star, letters “LOOK UP” and images of two upward arrows aredisplayed on the lower display device 141.

Thus, the wheel drawing process is executed (step S2011 and S2013).

<Diagrams of Examples of Images Displayed in Slash Bonus Process>

Each of FIG. 61A to FIG. 67D is a diagram illustrating a slash bonusgame. The slash bonus game is a game in which a player touches or slidesa lower touch panel 141 a, thereby defeating an enemy character.

FIG. 61A is a diagram illustrating an image displayed on a lower displaydevice 141 upon winning a slash bonus by a wheel drawing process.Letters “SLASH BONUS” and an image of a samurai are displayed.

As shown in FIG. 61B, letters “SLASH BONUS” and brief description of arule of a game “Defeat arising enemies by touching them within the timelimit. Credit is won by defeating enemies” are displayed.

As shown in FIG. 61C, in a central portion of the lower display device141, letters “START” and an image of a corridor are displayed.

As shown in FIG. 61D, a view in which enemy characters are graduallyapproaching from a depth side toward a front side is displayed.

As shown in FIG. 62A, a player touches or slides the displayed enemycharacters, thereby defeating the enemy characters. As shown in FIG.62B, when a player can appropriately touch or slide each of the enemycharacters, a player can defeat each of the enemy characters, and anumerical value “15” indicating a payout is displayed.

As shown in FIG. 61D to FIG. 64B, enemy characters appear one afteranother from the depth side toward the front side of the corridor. Oneto three enemy characters concurrently appear. Each of FIG. 62B and FIG.62C shows a state in which three enemy characters concurrently appear.FIG. 62D shows a state in which one enemy character concurrently appear.It is to be noted that as shown in FIG. 62D, in the depth side of thecorridor, three enemy characters have already appeared. In this way,from the depth side toward the front side, the enemy characters appearone after another.

As shown in FIG. 62C to FIG. 64B, each time a player can defeat each ofthe enemy characters, the numerical value “15” indicating the payout inaccordance with the defeated enemy character is displayed, and eachpayout is added (step S2317 to S2325).

When a player cannot appropriately touch or slide each of the enemycharacters, a player cannot defeat each of the enemy characters, and thepayout is not added (step S2317 to S2325).

After the enemy characters have appeared one after another from thedepth side toward the front side of the corridor (step S2311 to S2327),as shown in FIG. 64C to FIG. 67A, the last one enemy character appearson a frontmost side of the corridor (step S2419). A player also touchesor slides this last enemy character, thereby defeating the last enemycharacter.

As shown in FIG. 64C to FIG. 67B, when a player can appropriately touchor slide the last enemy character, a player can attack the enemycharacter. It is to be noted that although a number of the last enemycharacter is only one, a player cannot defeat the last enemy characterby touching or sliding the last enemy character once, and a player canattack and defeat the last enemy character by touching or sliding thelast enemy character at a plurality of times.

Each time the last enemy character is attacked, a predetermined payoutis displayed. This payout is not fixed. As shown in FIG. 65A and FIG.65B, 90 is provided, as shown in FIG. 65C, 25 is provided, as shown inFIG. 66A, 95 is provided, or as shown in FIG. 66C, 40 provided (stepS2417 to S2429). When a player can finally defeat the last enemycharacter, each payout which is not provided when a player cannot defeateach of the enemy characters appearing one after another from the depthside toward the front side of the corridor is settled and provided (stepS2429).

As shown in FIG. 67B, when a player has finally managed to defeat thelast enemy character, an image in which only the corridor is shown isonce displayed.

Next, as shown in FIG. 67C, letters “FINISH” are displayed, therebyindicating that the slash bonus game is finished.

At the end, as shown in FIG. 67D, letters “SLASH BONUS”, “ENEMIESDEFEATED: 26”, and “TOTAL WIN 740 CREDITS” are displayed, therebyindicating that 26 enemy characters are defeated and a total of 740credits is obtained.

<Diagrams of Examples of Images Displayed in Pick Bonus Process>

Each of FIG. 68A to FIG. 71D is a diagram illustrating a pick bonusgame. The pick bonus game is constituted of games at a total of 7stages, a player selects one choice from among a plurality of choices ineach of the games at the respective stages, and a payout correspondingto the selected choice is provided.

FIG. 68A is a diagram illustrating an image displayed on a lower displaydevice 141 upon winning a pick bonus by a wheel drawing process. Letters“CASTLE BONUS” and an image of a 1000-ryou-box are displayed (stepS3811).

As shown in FIG. 68B, letters “CASTLE BONUS” and brief description of arule of a game “Aim to reach the final stage by selecting (an image of asamurai) before END appears. There are maximum of 7 stages.” aredisplayed (step S3811).

As shown in FIG. 68C, letters “1st STAGE” and an image in which sevensamurais are standing in a tatami-mat-room are displayed (step S3823 andS3825). This initiates a pick bonus game at stage No.=1.

As shown in FIG. 68D, a player touches one samurai among the sevensamurais (step S3827). It is displayed that a payout of the samuraitouched by a player is 80.

Next, as shown in FIG. 69A, the samurai touched by a player disappear,and images of the remaining six samurais become dark and are displayed.This finishes the pick bonus game at stage No.=1 and the payoutcorresponding to the touched samurai is added (step S3831).

Next, as shown in FIG. 69B, an image in which only the tatami-mat-roomis shown is once displayed.

Next, as shown in FIG. 69C, letters “2nd STAGE” and an image in whichsix samurais are standing in the tatami-mat-room are displayed (stepS3823 and S3825). This initiates a pick bonus game at stage No.=2.

As shown in FIG. 69D, a player touches one samurai among the sixsamurais (step S3827). It is displayed that a payout of the samuraitouched by a player is 150.

In this way, games at stage No.=3 and stage No.=4 proceed (not shown).As shown in FIG. 70A, letters “5th STAGE” and an image in which threesamurais are standing in the tatami-mat-room are displayed (step S3823and S3825). This initiates a pick bonus game at stage No.=5.

As shown in FIG. 70B, a player touches one samurai among the threesamurais (step S3827). It is displayed that a payout of the samuraitouched by a player is 250.

As shown in FIG. 70C, letters “6th STAGE” and an image in which twosamurais are standing in the tatami-mat-room are displayed (step S3823and S3825). This initiates a pick bonus game at stage No.=6.

As shown in FIG. 70D, a player touches one samurai among the twosamurais (step S3827). It is displayed that a payout of the samuraitouched by a player is 250.

As shown in FIG. 71A, an image in which 1000-ryou-boxes are shown isonce displayed. As shown in FIG. 71B, letters “FINAL STAGE” and an imagein which five 1000-ryou-boxes are shown on the front side of thetatami-mat-room are displayed (step S3823 and S3825).

As shown in FIG. 71C, a player touches one 1000-ryou-box among the five1000-ryou-boxes (step S3827). It is displayed that a payout of the1000-ryou-box touched by a player is 500.

At the end, as shown in FIG. 71D, letters “CASTLE BONUS” and “TOTAL WIN1580 CREDITS are displayed, thereby indicating that a total of 1580credits is obtained.

<Diagrams of Examples of Images Displayed in WILD Scatter Process>

Each of FIG. 72A to FIG. 73D is a diagram illustrating an imagedisplayed in a WILD scatter process.

FIG. 72A is a diagram illustrating an image displayed on a lower displaydevice 141 upon winning a free game bonus by a wheel drawing process.Letters “NINJA FREE GAMES” and an image of an samurai are displayed.

FIG. 72B is a diagram illustrating a state in which a free game isinitiated, among five video reels 3 a to 3 e, two video reels 3 a and 3b are stopped, and three video reels 3 c to 3 e are rotating.

FIG. 72C is a diagram illustrating a state in which all of the fivevideo reels 3 a to 3 e are stopped and 20 symbols are rearranged.

Next, as shown in FIG. 72D, the 20 symbols which have become dark areonce displayed and one ninja appears in front of the 20 symbols.

Next, as shown in FIG. 73A and FIG. 73B, a screen in which the ninjathrows ninja stars is displayed, and a screen in which the ninja starsare hit onto five symbols among the 20 symbols is displayed.Specifically, the ninja stars are hit onto the five symbols in alowermost row (fourth row) of the video reel 3 a, an uppermost row(first row) of the video reel 3 c, an upper middle row (second row) ofthe video reel 3 d, and an uppermost row (first row) and an upper middlerow (second row) of the video reel 3 e.

Next, as shown in FIG. 73C, a screen in which the ninja stars hit ontothe five symbols of symbols are scattered is displayed, and as shown inFIG. 73D, a screen in which the five symbols having the ninja stars hitthereonto are changed to symbols of WILD is displayed (step S3713).

FIG. 74A is a diagram illustrating a state in which the five video reels3 a to 3 e are rotating in the free game.

As shown in FIG. 74B, in the state in which the five video reels 3 a to3 e are rotating, one ninja is displayed along the video reel 3 c.

Next, as shown in FIG. 74C, in the state in which the five video reels 3a to 3 e are rotating, the one ninja is divided into five ninjas througha shadow cloning technique, and the five ninjas are displayed so as toappear along the five video reels 3 a to 3 e , respectively.

Next, as shown in FIG. 74D, the five video reels 3 a to 3 e aredisplayed in an illuminated manner.

Next, as shown in FIG. 75A, a view in which one ninja jumps down fromabove along the video reel 3 c is displayed, and a state in which thefour video reels 3 a, 3 b, 3 d, and 3 e are rotating is displayed.

Next, as shown in FIG. 75B, the five video reels 3 a to 3 e are stopped,and along the video reel 3 c, four symbols of WILD are displayed. Inother words, the four symbols of WILD are displayed in four regions inan uppermost row (first row), an upper middle row (second row), a lowermiddle row (third row), and a lowermost row (fourth row) of the videoreel 3 c.

Next, as shown in FIG. 75C, a payline on which a winning pattern isestablished is displayed.

As shown in FIG. 75D, letters “NINJA FREE GAMES” and “TOTAL WIN 135CREDITS” are displayed, thereby indicating that a total of 135 creditsis obtained.

<Diagrams of Examples of Images Displayed in Battle Bonus Process>

Each of FIG. 76A to FIG. 95D is a diagram illustrating an example of animage displayed in a battle bonus process. A battle bonus game is a gamewhich proceeds by effects in which an ally character on a player sideand an enemy character have a battle.

FIG. 76A is a diagram illustrating an image displayed on a lower displaydevice 141 upon winning a battle bonus by a wheel drawing process.Letters “BATTLE BONUS” and images of a plurality of characters aredisplayed (step S2513).

As shown in FIG. 76B, letters “BATTLE BONUS” and “KNOCKOUT BATTLE” andbrief description of a rule of a game “Ninja Attack and Enemy Attack aredetermined by (an image of a card) selection.” are displayed (stepS2513).

<Battle with Common Foot Soldier as Enemy Character>

Each of FIG. 76C to FIG. 81D is a diagram illustrating a view of abattle between an ally character and a common foot soldier which is oneof kinds of enemy characters.

As shown in FIG. 76C to 76D, an image in which the ally character andthe enemy character (common foot soldier) are shown is displayed,thereby introducing the ally character and the enemy character to aplayer (step S2611).

As shown in FIG. 77A, letters “FIGHT!” and images of the ally characterand the enemy character are displayed (step S2611).

As shown in FIG. 77B, in a lower portion of the images of the allycharacter and the enemy cyharacter, six cards are displayed (stepS2613).

As shown in FIG. 77C, a player touches and selects one among the sixcards (step S2615).

As shown in FIG. 77D, the card selected by a player rotates and a backside thereof is displayed (step S2616). In a central portion of the backside, an ally character is displayed, thereby indicating that the onecard selected by a player is the ally character. In other words, in thebattle at this time, the ally character can attack the enemy character.

As shown in FIG. 78A, in an upper portion of the back side of the cardselected by a player, a physical strength of the ally character isdisplayed (displayed with four stars in FIG. 78A). Further, theremaining five cards not selected by a player also rotate (step S2616).

As shown in FIG. 78B, the back sides of the six cards are displayed,thereby allowing a player to recognize what cards are arranged. The onecard selected by a player is displayed in a brightened manner and thefive cards not selected by a player are displayed in a darkened manner.As described above, the characters assigned to all of the six cards andthe physical strengths are displayed.

As shown in FIG. 78C, the six cards disappear, and as shown in FIG. 78D,the battle is started (step S2713).

As shown in FIG. 79A, by the attack of the ally character, “30 CREDITS”is displayed. Thus, 30 is added as a payout (step S2719). As shown inFIG. 79B and FIG. 79C, each time the ally character attacks the enemycharacter, “30 CREDITS” is displayed, and 30 is each added as a payout(step S2719).

As shown in FIG. 79D, by the attack of the ally character, “40 CREDITS”is displayed, and as shown in FIG. 80A, by the attack of the allycharacter, “50 CREDITS” is displayed.

As shown in FIG. 80B, the battle is once suspended.

As shown in FIG. 80C, in the lower portion of the images of the allycharacter and the enemy character, six cards are again displayed (stepS2613).

As shown in FIG. 80D, a player touches and selects one among the sixcards (step S2615).

As shown in FIG. 81A, the card selected by a player rotates and a backside thereof is displayed (step S2616). In a central portion of the backside, an ally character is displayed, thereby indicating that the onecard selected by a player is the ally character. In other words, in thebattle at this time, the ally character can attack the enemy character.In an upper portion of the back side of the card selected by a player, aphysical strength of the ally character is displayed (displayed withthree stars in FIG. 81A). Further, the remaining five cards not selectedby a player also rotate and the back sides thereof are displayed (stepS2616).

As shown in FIG. 81A, the back sides of the six cards are displayed,thereby allowing a player to recognize what cards are arranged. The onecard selected by a player is displayed in the brightened manner and thefive cards not selected by a player are displayed in the darkenedmanner. As described above, the characters assigned to all of the sixcards and the physical strengths are displayed.

Next, as shown in FIG. 81B to FIG. 81D, each time the ally characterattacks the enemy character, 30 and 300 are added as payouts (stepS2719).

Next, as shown in FIG. 82A, the ally character wins in the battle withthe common foot soldier which is one of the kinds of enemy characters,“YOU WIN”, “ATTACK CREDITS 750”, “BATTLE CREDITS 250 ”, and “TOTALCREDITS 1000” are displayed, thereby indicating that 1000is obtained asa payout.

As shown in FIG. 76D to FIG. 81D, while the ally character and the enemycharacter (common foot soldier) are having the battle, on a left sideand a right side of a screen, belt-like indicators are displayed. Theindicator (PLAYER) on the left side of the screen indicates theremaining physical strength of the ally character, and the indicator(SOLDIER) on the right side of the screen indicates the remainingphysical strength of the enemy character. In the example shown in FIG.76D to FIG. 81D, as the battle proceeds, the remaining physical strengthof the enemy character is gradually decreasing.

<Battle with Samurai as Enemy Character>

Each of FIG. 82B to FIG. 85A is a diagram illustrating a view of abattle between an ally character and a samurai which is one of kinds ofenemy characters.

As shown in FIG. 82B and FIG. 82C, an image in which the ally characterand the enemy character (samurai) are shown is displayed, therebyintroducing the ally character and the enemy character to a player (stepS2611).

As shown in FIG. 82D, letters “FIGHT!” and images of the ally characterand the enemy character are displayed.

As shown in FIG. 83A, in a lower portion of the images of the allycharacter and the enemy character, six cards are displayed (step S2613).

As shown in FIG. 83B, a player touches and selects one among the sixcards (step S2615).

As shown in FIG. 83C, the card selected by a player rotates and a backside thereof is displayed (step S2616). In a central portion of the backside, an ally character is displayed, thereby indicating that the onecard selected by a player is the ally character. In other words, in thebattle at this time, the ally character can attack the enemy character.In an upper portion of the back side of the card selected by a player, aphysical strength of the ally character is displayed (displayed withfour stars in FIG. 83C). Further, the remaining five cards not selectedby a player also rotate and the back sides thereof are displayed (stepS2616).

Next, as shown in FIG. 83D, the six cards disappear, and the battle isstarted (step S2713).

As shown in FIG. 84A, by the attack of the ally character, “300 CREDITS”is displayed. Thus, 300 is added as a payout (step S2719).

As shown in FIG. 84B, the battle is once suspended, and in the lowerportion of the images of the ally character and the enemy character, sixcards are again displayed (step S2613). A player touches and selects oneamong the six cards (step S2615).

As shown in FIG. 84C, the card selected by a player rotates and a backside thereof is displayed (step S2616). In a central portion of the backside, an ally character is displayed, thereby indicating that the onecard selected by a player is the ally character. In other words, in thebattle at this time, the ally character can attack the enemy character.In an upper portion of the back side of the card selected by a player, aphysical strength of the ally character is displayed (displayed withfour stars in FIG. 84C). Further, the remaining five cards not selectedby a player also rotate and the back sides thereof are displayed (stepS2616).

As shown in FIG. 84D, by the attack of the ally character, “300 CREDITS”is displayed. Thus, 300 is added as a payout (step S2719).

Next, as shown in FIG. 85A, the ally character wins in the battle withthe samurai which is one of the kinds of enemy characters, “YOU WIN”,“ATTACK CREDITS 900”, “BATTLE CREDITS 500”, and “TOTAL CREDITS 1400” aredisplayed, thereby indicating that 1400 is obtained as a payout.

As shown in FIG. 82C to FIG. 84D, while the ally character and the enemycharacter (samurai) are having the battle, on a left side and a rightside of a screen, belt-like indicators are displayed. The indicator(PLAYER) on the left side of the screen indicates the remaining physicalstrength of the ally character, and the indicator (SAMURAI) on the rightside of the screen indicates the remaining physical strength of theenemy character. In the example shown in FIG. 82C to FIG. 84D, as thebattle proceeds, the remaining physical strength of the enemy characteris gradually decreasing.

<Battle with Shogun as Enemy Character>

Each of FIG. 85B to FIG. 89C is a diagram illustrating a view of abattle between an ally character and a shogun which is one of kinds ofenemy characters.

As shown in FIG. 85B and FIG. 85C, an image in which the ally characterand the enemy character (shogun) are shown is displayed, therebyintroducing the ally character and the enemy character to a player (stepS2611).

As shown in FIG. 85D, letters “FIGHT!” and images of the ally characterand the enemy character are displayed.

As shown in FIG. 86A, in a lower portion of the images of the allycharacter and the enemy character, six cards are displayed (step S2613).

As shown in FIG. 86B, a player touches and selects one among the sixcards (step S2615).

As shown in FIG. 86C, the card selected by a player rotates and a backside thereof is displayed (step S2616). In a central portion of the backside, an ally character is displayed, thereby indicating that the onecard selected by a player is the ally character. In other words, in thebattle at this time, the ally character can attack the enemy character.In an upper portion of the back side of the card selected by a player, aphysical strength of the ally character is displayed (displayed withfive stars in FIG. 86C). Further, the remaining five cards not selectedby a player also rotate and the back sides thereof are displayed (stepS2616).

Next, as shown in FIG. 86D, the six cards disappear, and the battle isstarted (step S2713).

As shown in FIG. 87A, by the attack of the ally character, “30 CREDITS”is displayed. Thus, 30 is added as a payout (step S2719).

As shown in FIG. 87B, by the attack of the ally character, “40 CREDITS”is displayed. Thus, 40 is added as a payout (step S2719).

As shown in FIG. 87C, by the attack of the ally character, “50 CREDITS”is displayed. Thus, 50 is added as a payout (step S2719).

As shown in FIG. 87D, by the attack of the ally character, “60 CREDITS”is displayed. Thus, 60 is added as a payout (step S2719).

As shown in FIG. 88A, the battle is once suspended, and in the lowerportion of the images of the ally character and the enemy character, sixcards are again displayed (step S2613).

As shown in FIG. 88B, a player touches and selects one among the sixcards (step S2615).

As shown in FIG. 88C, the card selected by a player rotates and a backside thereof is displayed (step S2616). In a central portion of the backside, an ally character is displayed, thereby indicating that the onecard selected by a player is the ally character. In other words, in thebattle at this time, the ally character can attack the enemy character.In an upper portion of the back side of the card selected by a player, aphysical strength of the ally character is displayed (displayed withfive stars in FIG. 88C). Further, the remaining five cards not selectedby a player also rotate and the back sides thereof are displayed (stepS2616).

As shown in FIG. 88D, by the attack of the ally character, “40 CREDITS”is displayed. Thus, 40 is added as a payout (step S2719).

As shown in FIG. 89A, by the attack of the ally character, “60 CREDITS”is displayed. Thus, 60 is added as a payout (step S2719).

As shown in FIG. 89B, by the attack of the ally character, “100 CREDITS”is displayed. Thus, 100 is added as a payout (step S2719).

As shown in FIG. 89C, a screen in which the ally character has defeatedthe enemy character is displayed.

As shown in FIG. 89D, the ally character wins in the battle with theshogun which is one of the kinds of enemy characters, “YOU WIN”, “ATTACKCREDITS 1040”, “BATTLE CREDITS 1000”, and “TOTAL CREDITS 2040” aredisplayed, thereby indicating that 2040 is obtained as a payout

As shown in FIG. 85C to FIG. 89C, while the ally character and the enemycharacter (shogun) are having the battle, on a left side and a rightside of a screen, belt-like indicators are displayed. The indicator(PLAYER) on the left side of the screen indicates the remaining physicalstrength of the ally character, and the indicator (SHOGUN) on the rightside of the screen indicates the remaining physical strength of theenemy character. In the example shown in FIG. 85C to FIG. 89C, as thebattle proceeds, the remaining physical strength of the enemy characteris gradually decreasing.

<Transformation from Shogun to Dark Shogun>

As shown in FIG. 90A to FIG. 90D, a dark shogun which is one of kinds ofenemy characters appear so as to be transformed from a shogun to thedark shogun.

As shown in FIG. 90A, an image in which the shogun once falls down isdisplayed, and as shown in FIG. 90B, an image in which the shogun isrevived is displayed. Thereafter, as shown in FIG. 90C, an image inwhich the whole surface is engulfed in flames is displayed, and as shownin FIG. 90D, after the flames have died down, the dark shogun to whichthe shogun is transformed appears.

<Battle with Dark Shogun as Enemy Character>

Each of FIG. 91A to FIG. 95B is a diagram illustrating a view of abattle between an ally character and a dark shogun which is one of kindsof enemy characters.

As shown in FIG. 91A, an image in which the ally character and the enemycharacter (dark shogun) are shown is displayed, thereby introducing theally character and the enemy character to a player (step S2611).

As shown in FIG. 91B, letters “FIGHT!” and images of the ally characterand the enemy character are displayed.

As shown in FIG. 91C, in a lower portion of the images of the allycharacter and the enemy character, six cards are displayed (step S2613).

As shown in FIG. 91D, a player touches and selects one among the sixcards (step S2615).

As shown in FIG. 92A, the card selected by a player rotates and a backside thereof is displayed (step S2616). In a central portion of the backside, an ally character is displayed, thereby indicating that the onecard selected by a player is the ally character. In other words, in thebattle at this time, the ally character can attack the enemy character.In an upper portion of the back side of the card selected by a player, aphysical strength of the ally character is displayed (displayed withfive stars in FIG. 92A). Further, the remaining five cards not selectedby a player also rotate and the back sides thereof are displayed (stepS2616).

Next, as shown in FIG. 92B, the six cards disappear, and the battle isstarted (step S2713).

As shown in FIG. 92C, by the attack of the ally character, “25 CREDITS”is displayed. Thus, 25 is added as a payout (step S2719).

As shown in FIG. 92D, by the attack of the ally character, “60 CREDITS”is displayed. Thus, 60 is added as a payout (step S2719).

As shown in FIG. 93A, the battle is once suspended, and in the lowerportion of the images of the ally character and the enemy character, sixcards are again displayed (step S2613).

As shown in FIG. 93B, a player touches and selects one among the sixcards (step S2615).

As shown in FIG. 93C, the card selected by a player rotates and a backside thereof is displayed (step S2616). In a central portion of the backside, an ally character is displayed, thereby indicating that the onecard selected by a player is the ally character. In other words, in thebattle at this time, the ally character can attack the enemy character.In an upper portion of the back side of the card selected by a player, aphysical strength of the ally character is displayed (displayed withfive stars in FIG. 93C). Further, the remaining five cards not selectedby a player also rotate and the back sides thereof are displayed (stepS2616).

Next, as shown in FIG. 93D, the six cards disappear, and the battle isrestarted (step S2713).

As shown in FIG. 94A, by the attack of the ally character, “30 CREDITS”is displayed. Thus, 30 is added as a payout (step S2719).

As shown in FIG. 94B, by the attack of the ally character, “60 CREDITS”is displayed. Thus, 60 is added as a payout (step S2719).

As shown in FIG. 94C, by the attack of the ally character, “100 CREDITS”is displayed. Thus, 100 is added as a payout (step S2719).

As shown in FIG. 94D and FIG. 95A, a screen in which the ally characterhas defeated the enemy character is displayed.

As shown in FIG. 95B, the ally character wins in the battle with thedark shogun which is one of the kinds of enemy characters, “YOU WIN”,“ATTACK CREDITS 860”, “BATTLE CREDITS 2000”, and “TOTAL CREDITS 2860”are displayed, thereby indicating that 2860 is obtained as a payout

As shown in FIG. 95C, “CONGRATULATIONS, BATTLE BONUS, COMPLETED” isdisplayed, thereby indicating that the battle bonus game is finished(step S2621).

As shown in FIG. 95D, “BATTLE BONUS, TOTAL WIN 7350 CREDITS” isdisplayed, thereby indicating that 7350 credits are obtained in thebattle bonus game.

As shown in FIG. 91B to FIG. 95B, while the ally character and the enemycharacter (dark shogun) are having the battle, on a left side and aright side of a screen, belt-like indicators are displayed. Theindicator (PLAYER) on the left side of the screen indicates theremaining physical strength of the ally character, and the indicator(DARK SHOGUN) on the right side of the screen indicates the remainingphysical strength of the enemy character. In the example shown in FIG.91B to FIG. 95B, as the battle proceeds, the remaining physical strengthof the enemy character is gradually decreasing.

REFERENCE SIGNS LIST

1 gaming machine

10 slot machine

3 a, 3 b, 3 c, 3 d, and 3 e video reels

71 main CPU

73 RAM

131 upper display device

141 lower display device

141 a lower touch panel

141 b lower liquid crystal panel

141 d symbol display region

What is claimed is:
 1. A gaming machine comprising: a display forsequentially displaying a plurality of moving body objects; an inputdevice for detecting an operation by a player; and a controller forcontrolling the display and the input device, the controller beingprogrammed to execute processes described below: a process (1-1) inwhich when a predetermined operation is performed via the input deviceto each of the plurality of moving body objects displayed on thedisplay, a predetermined payout is added, and when the predeterminedoperation is not performed, the payout is not added; and a process (1-2)in which when the last moving body object among the plurality of movingbody objects is displayed on the display, in a case where the payoutadded in the process (1-1) is smaller than a predetermined credit, ashortage is settled.
 2. The gaming machine according to claim 1, whereinthe plurality of moving body objects include a plurality of a first kindof moving body objects and a second kind of a moving body object, thecontroller executes processes described below: a process (2-1) in whicha first credit provided for a player with respect to each of all of theplurality of the first kind of the moving body objects is determined asthe predetermined credit by a drawing process; and a process (2-2) inwhich a second credit provided for a player with respect to the secondkind of the moving body object is determined by a drawing process, theprocess (1-1) is a process (1-1-1) in which when a predeterminedoperation is performed via the input device to each of the first kind ofthe moving body objects displayed on the display, a predetermined payoutis added, and when the predetermined operation is not performed, thepayout is not added, and the process (1-2) is a process (1-2-1) in whichwhen the second kind of the moving body object is displayed on thedisplay as the last moving body object, in a case where the payout addedby the process (1-1-1) is smaller than the first credit, based on ashortage, the payout added by the process (1-1-1), and the secondcredit, a settlement is made.
 3. The gaming machine according to claim2, wherein the process (2-1) is a process (3-1) in which the firstcredit and a total number of the plurality of the first kind of themoving body objects are determined by a drawing process.
 4. The gamingmachine according to claim 2, wherein the process (1-1-1) includes: aprocess (4-1) in which a number of the first kind of moving bodyobjects, among the plurality of the first kind of moving body objects,to be displayed on the display is determined by a drawing process; and aprocess (4-2) in which the first kind of the moving body objects whosenumber is determined by the process (4-1) are displayed on the displayat a predetermined timing.